Design Diary: Character Movement #5
Designing a 2D Platformer Character Controller
Vertical movement dramatically changes how players interact with the world. While walking, jumping, and dashing establish horizontal exploration, climbable surfaces and jump-through platforms allow players to reach new heights, uncover secrets, and approach challenges from multiple angles. These mechanics expand the world design without breaking the deliberate pacing of movement.
Jumping Through Platforms and Climbing
The player can now jump down through some platforms and climb up through others. This opens up the world vertically and means I can design more vertical focused levels.
Tilemaps are now set into several layers depending on whether the player can climb, walk, or jump through the tile.
Design Considerations:
Jump-through Platforms
Platforms that the player can jump up through and land on from above add flexibility without overcomplicating the controls. Players can also intentionally fall through them when needed, which requires careful collision handling and temporary collider disabling.

The way that this is handled is by using a platform effector 2D. By using this unity component I don't have to write any code to actually be able to jump through the tile. However, to jump down the tile I had to briefly disable the player collider. While this may cause some issues later for now it is all wokring really well and there is no reason to make it more robust.

Tile-Based Ladders
Climbable surfaces use tilemaps for precise alignment with the environment. This ensures the player can smoothly move up or down ladders without jitter or misalignment. It also allows environmental puzzles and vertical exploration to integrate seamlessly with level design.
Smooth Snapping to Tile Centres
When starting a climb, the player snaps to the horizontal center of the ladder tile. This improves precision, prevents awkward sideways sliding, and visually communicates that the character is “attached” to the climbable surface. The snapping is interpolated over a short duration to feel natural rather than instantaneous.
Dynamic Climb handling
While climbing, gravity is disabled and vertical movement is fully controlled by player input. Exiting the climb restores normal physics and allows smooth transitions to jumping or dashing, keeping the movement fluid and intuitive.
Adding jump-through platforms and climbable surfaces significantly enhances vertical exploration. Players can approach challenges from different angles, find hidden collectibles, and feel a stronger sense of presence in the world.
These mechanics also integrate tightly with walking, jumping, and dashing, forming a cohesive movement system that balances deliberate pacing with dynamic player agency. By combining precise ladder snapping, fall-through platforms, and controlled verticality, the game encourages curiosity and experimentation without breaking the grounded feel of the character controller.
Going Solo
What Remains Must Wake
Status | Prototype |
Author | NimueS |
Genre | Platformer |
More posts
- Devlog #314 hours ago
- Design Diary: Character Movement #414 hours ago
- Design Diary: Character Movement #314 hours ago
- Design Diary: Character Movement #214 hours ago
- Design Diary: Character Movement #114 hours ago
- Devlog #114 hours ago
- Devlog #214 hours ago
- Design Diary: Tile-Based Inventory System #514 hours ago
- Design Diary: Tile-Based Inventory System #414 hours ago
Leave a comment
Log in with itch.io to leave a comment.