What problem does it solve? 2D platformer controllers often feel unresponsive or unfair because they lack forgiveness mechanics like coyote time, variable jump height, and corner correction. This Skill provides the exact tuning constants, state machine architecture, and behavioral patterns extracted from Celeste's Player.cs source so you can build a precision movement controller in Godot 4 without reverse-engineering the feel yourself. ## Core Features & Use Cases - Complete tuning tables: Verbatim constants from Celeste's Player.cs covering gravity, running, jumping, dashing, wall interaction, and climb stamina, with notes on each value's feel role. - State machine architecture: An enum-driven state machine (Normal, Climb, Dash, and more) with a GDScript reference skeleton for CharacterBody2D. - Forgiveness systems: Coyote time, variable jump windows, pixel-scale corner correction, wall-jump force locks, and squish-safety cascades that make near-miss inputs succeed. - Use Case: You are prototyping a precision platformer and the jump feels unfair. Apply the coyote time (100 ms), variable jump window (200 ms), and upward corner correction (4 px) patterns to immediately fix the perceived unresponsiveness. ## Quick Start Ask your agent to implement a Celeste-style 2D platformer controller with coyote time, variable jumps, an 8-way dash, and wall jumps using this skill's tuning constants.