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How to make a platformer game: levels, jumps and enemies

How to make a platformer game that feels good: design the jump, measure levels from it, place enemies and checkpoints fairly, and build it without coding.

Fanann Team11 min read
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Quick answer

To make a good platformer, start with the jump, not the levels: tune its height and timing until it feels right in your hands, then measure every gap and platform against what that jump can reach. Build each level around one idea that you teach, test and then mix with earlier ones; place enemies where the player sees them before reaching them, and checkpoints before hard sections. You can build this by describing the game to an AI game maker and tuning the jump with sliders while it runs.

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  • what is coyote time

What makes a platformer fun?

In a platformer game the player does one thing hundreds of times: jump. So the genre hides nothing. If the jump is heavy, the distances random or an enemy appears from nowhere, the player feels it within seconds, even without knowing why.

Illustration: a platformer hero mid-jump toward the coins. Everything in the level is measured by that jump.Illustration
Illustration: a platformer hero mid-jump toward the coins. Everything in the level is measured by that jump.

Three pillars, and the order matters:

  1. The jump: how the character answers your hands. Everything else rests on it.
  2. The levels: distances and heights built on exactly what that jump can do.
  3. Enemies and hazards: what turns jumping from an exercise into a decision.

Most beginners start from the end: they build five levels, then change a jump that feels wrong and break them all.

How do I design a jump that feels right?

A jump is an arc: rise, peak, fall. Two numbers control it: jump strength (the upward speed the character launches with) and gravity (what pulls it down every instant). Together they produce what the player feels: height and time in the air.

What you changeWhat happensHow it feels
Higher jump strength onlyA higher, longer jumpMore freedom, but the character may feel floaty
Higher gravity onlyA shorter, quicker jumpWeight and bite, and it may not reach platforms
Both up togetherThe same height in less timeFast and precise, good for challenge
Both down togetherThe same height in more timeCalm and easy, good for children
Higher run speedMore distance in the same jumpMomentum, but precise landings get harder
Animated explainer: the jump-height slider moves, the character jumps higher and collects the coin.
Animated explainerAnimated explainer: the jump strength and gravity sliders reshape the jump arc while the game runs.

A practical starting point: let the jump lift the hero about three times its own height and peak in under half a second. Then play. If you are waiting to land, raise gravity and jump strength together. If you have no time to steer in the air, lower both. Your hands are the judge.

What small tricks make jumping feel fair?

The games you love cheat in your favor. Each of these well-known tricks can be asked for in one sentence:

  • Coyote time: jumping is still allowed for a fraction of a second after the hero leaves a ledge. Without it, players press on time by eye, fall, and feel cheated.
  • Jump buffering: if the player presses just before touching the ground, the jump fires on landing and the press is not lost.
  • Variable jump height: a short press gives a low hop, a long press the full jump. Precision without an extra button.
  • Faster fall than rise: slightly stronger gravity on the way down sharpens the jump and reduces floatiness.
  • Forgiving collision boxes: make the hero's hitbox a little smaller than the drawing, and coin boxes a little larger. Players forgive a game that flatters them, not one that charges them for a pixel.
A request to improve the jump

Improve how jumping feels without changing the levels: add a short grace period for jumping after leaving a ledge, remember a jump press made just before landing, make jump height depend on how long the button is held, and make falling a little faster than rising. Then add these values to Tuning so I can change them with sliders.

Try it in Fanann

How do I measure my levels from the jump?

Once the jump is fixed, measure it. Most platformers are built from equal squares (a tilemap), so measure in tiles: how many up does the hero reach, and how many across in a full running jump? Those two numbers are your ruler.

Section typeGap compared with the maximum jumpWhen to use it
ComfortableAbout halfLevel openings and rest sections after a challenge
NormalAbout two thirdsMost of the level
ChallengeAbout four fifthsOnce or twice per level, right after a checkpoint
Maximum jumpAlmost the full distanceOptional secrets and rewards only

Heights work the same way. And a small platform is harder than a wide one over the same gap, because the landing needs accuracy.

How do I build a level that teaches without text?

The best levels contain no explaining text. A well-known rule of level design: each level is one idea passing through four stops.

  1. 1
    Teach

    Show the new idea where the player cannot lose. A moving platform over solid ground: fall and you simply try again.

  2. 2
    Test

    The same idea with real danger. The moving platform is now over a pit.

  3. 3
    Mix

    Combine it with something learned in an earlier level. A moving platform with an enemy patrolling on it.

  4. 4
    Reward

    An easy stretch full of coins before the flag. The player finishes feeling skilled, not merely alive.

A complete first level that plays in about a minute:

  1. Flat ground with a row of coins: the player learns to walk and collect.
  2. One low step with a coin on it: jumping, with no danger.
  3. A comfortable gap with ground close below: gaps exist, and there is no punishment yet.
  4. One slow enemy on wide ground: jump over it or on it.
  5. A real gap, then a checkpoint.
  6. A gap and an enemy together, then a staircase of platforms with coins, then the flag.

Where do enemies and hazards go?

A platformer enemy is a moving obstacle with a rhythm: the player reads it and picks a moment. Start with one type and add one per level.

TypeWhat it doesWhat it asks of the playerWhere it belongs
PatrollerWalks back and forth on its platformTiming a jump over or onto itWide ground first, then narrower platforms
SpikesStatic; touching costs a lifeAccurate landingsAt the bottom of gaps and on platform edges
Moving platformCarries the player between two pointsPatience and reading rhythmOver long gaps
FlyerMoves up and down in the airChoosing jump heightOver a normal gap, to make it a challenge
BossA repeating pattern of three movesLearning the pattern, using the openingThe last level only
Fairness rulesTap an item when it is done. Your progress is kept in this browser.

How hard should the game be?

Easier than you think: you have played your level fifty times. If you finish it without losing every time, it suits a new player; if you sometimes lose, it is far too hard for them.

  1. Level 1Moving and jumping

    One slow enemy, comfortable gaps, one checkpoint. Finished on the first or second try.

  2. Level 2A new idea

    Moving platforms. Normal gaps, and one challenge right after a checkpoint.

  3. Level 3The mix

    Enemies on moving platforms, spikes below. Two checkpoints.

  4. The endA final test

    A section combining everything, or a boss with a clear pattern, then a win screen that has been earned.

Where do your players stop?

Pick the one that sounds like you to see the advice.

How do I build and test it without coding?

All of this holds whatever tool you use. The shortest way to try it is Fanann's platformer template: levels with fixed and moving platforms and checkpoints, patrolling enemies you clear by landing on them, coins, lives, and win and game-over screens. Gravity, jump strength, hero speed, number of lives and enemy speed are all sliders you drag while the game runs.

A three-level platformer description

Make a platformer: an explorer girl in a hat runs and jumps through a desert oasis, collects dates, avoids scorpions and reaches a tent at the end of each level. Level one: flat ground, short gaps and one slow scorpion. Level two: moving platforms over quicksand. Level three: scorpions on moving platforms, and cactus spikes. A checkpoint in the middle of each level, three lives, a moment of protection after a hit, coins in arcs over the gaps, and large touch buttons on phones.

Try it in Fanann
Playtesting a platformerTap an item when it is done. Your progress is kept in this browser.
Players forgive a hard level. They do not forgive a jump that did not obey.

For more on the numbers, read game feel and tuning; for the general build steps, make a 2D game with AI.

Key takeaways

  • The jump is the game. Tune it first in an empty space, before you build any level.
  • Jump strength and gravity work together: raise both for the same height in a faster, sharper arc.
  • Make the comfortable gap about two thirds of the maximum jump, and ask for the maximum only rarely.
  • One idea per level: teach it somewhere safe, test it with danger, then mix it with what came before.
  • A fair loss is one after which the player knows what they did wrong.

Frequently asked questions

How do I make a platformer like Mario?
You can make a game in the same style: a hero that runs, jumps, collects and reaches the end of the level. Tune the jump first, build levels measured against it, then add enemies. Use original characters and names of your own; famous game characters belong to their owners.
How many levels does a first platformer need?
Three are enough: one that teaches movement, one that adds a new idea, one that mixes. Three polished levels beat ten untested ones.
Why does the jump in my game feel floaty?
Usually because gravity is low, so time in the air is long. Raise gravity and jump strength together to keep the height and shorten the time, and make falling a little faster than rising.
What is coyote time in platformers?
A very short grace period after the hero leaves a ledge during which a jump is still allowed, as if still standing. It makes the game feel fair, because players press by what they see, not by exact collision edges.
Can I make a platformer without coding?
Yes. With a visual tool such as GDevelop or Construct, or by describing the game to an AI game maker such as Fanann, where you start from a platformer template, tune gravity, jump and speed with sliders, and ask for levels in words.
How do I know a level is too hard?
Give it to someone who has never played it. If they lose in the same spot more than five times, or stop trying, that section needs easing or a checkpoint before it.

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