{"schemaVersion":1,"record":{"key":"mechanic/movement-platforming--t001","type":"mechanic","id":"movement-platforming--t001","lang":"en","title":"2D platformers","summary":"The player moves on a plane and times jumps. A level turns surfaces, gaps and hazards into a sequence of movement challenges.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t001/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t001.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t001.md","aliases":["2D platforming"],"tags":["Movement and platforming","Mechanics and variants"],"sourceIds":["source-b8626268f7974a44","source-ad5935e19b434514","source-8b181715b5c89953","source-b04ab56260801e8c"],"sources":[{"id":"source-b8626268f7974a44","title":"Godot: 2D movement overview","url":"https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html","verifiedAt":null},{"id":"source-ad5935e19b434514","title":"Maddy Thorson: Celeste & TowerFall Physics","url":"https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html","verifiedAt":null},{"id":"source-8b181715b5c89953","title":"Godot: CharacterBody3D","url":"https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html","verifiedAt":null},{"id":"source-b04ab56260801e8c","title":"Celeste","url":"https://www.celestegame.com/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player controls position on a plane and jump timing, turning surfaces into a sequence of reachable supports."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t001-variants\"></a>\n\n- Variable jump height: releasing the button shortens ascent and refines landing. <a id=\"t001-v1\"></a>\n- One-way support: passing from below is allowed, but landing from above stops a fall. <a id=\"t001-v2\"></a>\n- Moving platform: entry timing depends on the platform's trajectory. <a id=\"t001-v3\"></a>\n- Air dash: an extra displacement consumes a charge until the next support. <a id=\"t001-v4\"></a>"},{"id":"example","title":"Design example","body":"In a pit challenge, a short jump reaches a lower ledge while a long jump requires waiting for a moving platform.\n\nPrototype check: Compare early and late releases: trajectories should differ predictably without a hidden change in the rules."},{"id":"context","title":"Context and limits","body":"Movement connects input, trajectory and accessible space. Players assess support, speed and remaining abilities, choose an action and correct their motion through feedback. These ten directions range from flat platforming to underwater movement. A first prototype needs only a few surfaces and one distinctive rule; the camera, collisions and return of control should explain success or failure. Godot documentation provides implementation examples, while the Celeste and TowerFall author describes one approach to movement and platforms; these choices are not mandatory in every engine."}],"relations":[],"placements":[{"catalogId":"movement-platforming","id":"t001","title":"Movement and platforming","url":"https://gamemechanics.pro/en/mechanics/movement-platforming/#t001","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"2D platforming","description":"The player moves on a plane and times jumps. A level turns surfaces, gaps and hazards into a sequence of movement challenges.","image":{"src":"images/mechanics/celeste-air-movement.webp","width":1440,"height":810,"crop":{"x":300,"y":0,"width":1125,"height":810},"game":"Celeste","sourceUrl":"https://www.celestegame.com/","originalUrl":"https://www.celestegame.com/images/screenshots/02.png","credit":"Maddy Makes Games / Extremely OK Games","rights":"© Maddy Makes Games / Extremely OK Games. All rights reserved.","caption":"Surfaces and hazards define a route","alt":"Celeste: the character is airborne above spikes with the next safe platform on the right.","markers":[{"x":41.5,"y":10,"label":"The character’s position must match the level geometry"},{"x":84,"y":50,"label":"The next surface gives movement a target"}]},"tips":["Make the boundaries of safe and dangerous surfaces distinct.","Teach an action before combining it with other threats."],"examples":[{"title":"Celeste","url":"https://www.celestegame.com/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/movement-platforming"}}