platformer-2d

Implement reusable 2D platformer architecture with coyote time, input buffering, and variable jump in Unity.

3|Updated Apr 8, 2026
One-click install
npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill platformer-2d
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: platformer-2d
Source: https://github.com/XeldarAlz/KlondikeSolitaire/tree/main/.claude/skills/genre/platformer-2d
Command: npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill platformer-2d

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill codifies a reusable 2D platformer architecture with tight controls (coyote time, input buffer, variable jump), level design patterns, collectibles, checkpoints, hazards, and boss patterns to help teams ship polished platformers faster.

Core Features & Use Cases

  • Coyote time, input buffering, and variable jump for precise, forgiving character control.
  • Level design patterns including collectibles, checkpoints, hazards, and scalable boss patterns for engaging progression.
  • Architecture templates for input handling, cameras, and pattern-based level layouts, enabling consistent gameplay feel across projects.

Quick Start

Create a production-ready 2D platformer level with coyote-time jumps and responsive input handling.

Frequently Asked Questions about platformer-2d

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement coyote time and input buffering for responsive 2D platformer controls?

Coyote time and input buffering are implemented through modular input handling templates that allow forgiving jumps shortly after leaving ledges and queueing actions before landing, ensuring precise character control in Unity projects.

What's the best way to structure a 2D platformer architecture for rapid level production?

A reusable 2D platformer architecture uses modular templates for input handling, camera behavior, and pattern-based level scaffolding, enabling consistent gameplay feel and rapid game production across multiple levels.

Does this 2D platformer architecture support collectibles, checkpoints, and hazards?

Yes, the architecture includes level design patterns for collectibles, checkpoints, and hazards, along with scalable boss patterns, to support engaging progression and consistent level design.

Can I use variable jump height in Unity platformer games without building custom physics?

Variable jump height is built into the architecture templates, allowing characters to jump higher by holding the input button longer without requiring custom physics implementations from scratch.

Why do my platformer controls feel unresponsive even with correct input detection?

Unresponsive controls often stem from missing input buffering and coyote time. This architecture provides these precise control mechanisms to make character movement feel tight and forgiving.

Do I need any specific Unity packages to set up this 2D platformer template?

No external dependencies are required. The architecture is applied directly to Unity projects, providing modular templates for input handling, cameras, and level scaffolding out of the box.