Design Diary: Character Movement #3


Designing a 2D Platformer Character Controller

A key feature of almost any 2D platformer game is the ability to jump. Jumping can take many forms and can really define the feel of a game. From ultra responsive omni-direction movement like in Celeste to simple climbing and pulling yourself up in Placent of Lana. The way the character can jump and traverse the vertical environment defines the pace and feel of the game.

Vertical Movement: Jumping

Jumping is the first layer of verticality in the game, allowing the player to explore higher platforms, reach collectibles, and traverse environmental challenges. The goal was to make it feel responsive, intuitive, and fair, without undermining the grounded and deliberate feeling established by walking.


Design Considerations:

Variable Jump Height

The player can hold the jump button to achieve higher arcs. This allows skill expression: a short tap produces a precise hop, while a longer hold allows clearing larger obstacles. The mechanic also helps balance exploration versus challenge, giving players subtle control over trajectory.

Coyote Time

To make jumps feel forgiving and natural, a short window after leaving a platform allows the player to still jump. This prevents frustration in tight platforming situations, where pixel-perfect timing would otherwise punish exploration.

Ground Check

Using Physics2D.OverlapCircle ensures reliable detection of the ground below the player. The radius and layer mask are tuned so that the player only registers grounded when truly standing on a platform, preventing accidental double jumps or mid-air corrections.
The ground check is used with the coyote timer:

Camera Feedback

When the player lands from a fall, the Cinemachine Impulse system triggers a subtle shake. The shake intensity is scaled based on fall time, giving the player tactile feedback on impact and reinforcing a sense of weight.


This jumping system allows vertical exploration while staying faithful to the grounded, deliberate movement philosophy of the game. Variable height adds skill and nuance, coyote time prevents frustration, and fall feedback reinforces the sensation of weight and consequence.

By nailing the jump, the player is now ready to combine X-axis movement with vertical motion, setting the stage for advanced mechanics like dashing and climbing.

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