platformer-level
Skill2 starsChanged 49 days agoApache-2.0View on GitHub
Entry point for designing a side-view or 3D platformer level — the movement verbs available, the hazard vocabulary, a difficulty curve built from those two lists, a room-by-room layout with checkpoints, and reference plates for each biome. Use when the user says "level", "platformer", "jump and run", precision platforming, or asks for a stage.
In this repository74 other files it gives its agents.
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- visual-novelSkill
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- film-directionSkill
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- film-generate-reviewSkill
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- film-pipelineSkill
- film-prop-sheetSkill
- film-screen-captureSkill
- film-scriptSkill
- film-shot-promptSkill
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- cinematic-filmSkill
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- worldview-game-chase-route-architectureSkill
- worldview-game-death-loop-persistent-cluesSkill
- worldview-game-driving-horror-divided-attentionSkill
- worldview-game-evidence-based-entity-identificationSkill
- worldview-game-horror-experience-rhythmSkill
- worldview-game-horror-mundane-routine-corruptionSkill
- worldview-game-horror-procedural-duty-and-incidentSkill
- worldview-game-horror-returning-place-escalationSkill
- worldview-game-horror-role-and-identity-pressureSkill
- worldview-game-key-item-backtrackingSkill
- worldview-game-limited-save-riskSkill
- worldview-game-lure-hide-escapeSkill
- worldview-game-observation-gated-stalkerSkill
- worldview-game-perception-distortion-and-trustSkill
- worldview-game-relief-resource-with-hidden-costSkill
- worldview-game-restore-power-under-pressureSkill
- worldview-game-roaming-stalker-pressureSkill
- worldview-game-safe-room-pressure-resetSkill
- worldview-game-scarce-inventory-triageSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 1 is distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 39
Verbs before rooms: No layout until the movement list is fixed with numbers (jump height in tiles, dash length, coyote time).
- Very specific: line 45
Biome contrast: If the level changes biome, the palettes contrast (warm/cold, open/closed) per film-direction rules.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Platformer Level
Design a level that teaches, tests, and then twists what it taught.
What the user gets
| Deliverable | Format |
| Movement verbs | the 3–6 things the player can do (jump, dash, wall-cling, glide…) with numbers |
| Hazard vocabulary | 5–10 hazards, each defined by which verb defeats it |
| Difficulty curve | room-by-room: introduce → practise → combine → twist → rest |
| Layout | rooms with entrances, exits, checkpoints, secrets, the one screenshot moment |
| Biome plates | 3/4-angle environment plates per biome, via environment-scene |
| Tile/prop sheets | recurring platforms, doors, collectibles, via weapon-prop |
| Flythrough (optional) | 15–30 s video of the intended route |
What the user has to do
- Say what the player can do and where the level is (or point at the project).
- Approve the one-page curve.
- Pick plates by number.
Rules this entry enforces
- Verbs before rooms. No layout until the movement list is fixed with numbers (jump height in tiles, dash length, coyote time). Rooms are made of verbs.
- Every hazard names its counter-verb. A pit is answered by jump; a laser by dash; a crumbling floor by speed. A hazard with no counter is a wall.
- The curve is written. Introduce one idea in safety → practise it with mild penalty → combine two → twist (the idea used backwards) → rest. Per idea. The level is a sequence of these.
- Checkpoints after every twist. Failure costs seconds, not minutes.
- One screenshot moment. The vista, the reveal, the moment the level's identity is visible in a single frame. Designed, not hoped for.
- Secrets reward the verb. A hidden room is reached by using a verb in an unexpected place, not by luck.
- Biome contrast. If the level changes biome, the palettes contrast (warm/cold, open/closed) per
film-directionrules.
Example
Verbs: jump (3 tiles) · dash (4 tiles, 1 airborne) · wall-cling (2 s)
Hazards: pit (jump) · spike wall (dash through gap) · falling pillar (speed) ·
crumble floor (don't stop) · patrol drone (dash-cancel) · wind (cling)
Curve:
R1 flat, one pit, checkpoint introduce jump
R2 three pits of rising width practise
R3 pit + spike gap combine jump+dash
R4 spike gap over pit, must dash first twist
R5 rest room, collectible, vista the screenshot moment
R6 wind corridor introduces cling…Related entries
environment-scene— biome platesroguelike-generator— procedural variant of the same ideaspixel-art-sprite— tiles and player sprite for 2D
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

