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LogicOberLogicOber/Worldview-Skills/skills/game-design/platformer-level/SKILL.md

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.

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
  1. Distinctive:

    Verbs before rooms: No layout until the movement list is fixed with numbers (jump height in tiles, dash length, coyote time).

    line 39
  2. Very specific:

    Biome contrast: If the level changes biome, the palettes contrast (warm/cold, open/closed) per film-direction rules.

    line 45

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Platformer Level

Design a level that teaches, tests, and then twists what it taught.

What the user gets

DeliverableFormat
Movement verbsthe 3–6 things the player can do (jump, dash, wall-cling, glide…) with numbers
Hazard vocabulary5–10 hazards, each defined by which verb defeats it
Difficulty curveroom-by-room: introduce → practise → combine → twist → rest
Layoutrooms with entrances, exits, checkpoints, secrets, the one screenshot moment
Biome plates3/4-angle environment plates per biome, via environment-scene
Tile/prop sheetsrecurring platforms, doors, collectibles, via weapon-prop
Flythrough (optional)15–30 s video of the intended route

What the user has to do

  1. Say what the player can do and where the level is (or point at the project).
  2. Approve the one-page curve.
  3. 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-direction rules.

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 plates
  • roguelike-generator — procedural variant of the same ideas
  • pixel-art-sprite — tiles and player sprite for 2D

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