---
key: mechanic/movement-platforming--t010
type: mechanic
id: movement-platforming--t010
lang: en
title: Runners and obstacle courses
summary: >-
  Forward progress is imposed or expected to continue, while the player chooses
  dodge timing and obstacle-clearing sequences.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t010/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t010.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t010.md
aliases: []
tags:
  - Movement and platforming
  - Mechanics and variants
sourceIds:
  - source-b8626268f7974a44
  - source-ad5935e19b434514
  - source-8b181715b5c89953
  - source-48f5d8f7c5026ce1
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-48f5d8f7c5026ce1
    title: Mirror's Edge™
    url: 'https://store.steampowered.com/app/17410/'
    verifiedAt: null
relations: []
placements:
  - catalogId: movement-platforming
    id: t010
    title: Movement and platforming
    url: 'https://gamemechanics.pro/en/mechanics/movement-platforming/#t010'
    categoryIds:
      - mechanics
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: Runners and obstacle courses
    description: >-
      Forward progress is imposed or expected to continue, while the player
      chooses dodge timing and obstacle-clearing sequences.
    image:
      src: images/mechanics/priority-mirrors-edge-01.webp
      width: 1280
      height: 720
      game: Mirror's Edge™
      sourceUrl: 'https://store.steampowered.com/app/17410/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/17410/0000006706.1920x1080.jpg?t=1777394972
      credit: DICE / Electronic Arts
      rights: >-
        Game imagery © its respective rights holders. Publisher-distributed
        Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.
      caption: A route through a shaft in Mirror’s Edge
      alt: A route through a shaft in Mirror’s Edge
      markers:
        - x: 55
          'y': 54
          label: A red support marks the route
        - x: 48
          'y': 75
          label: The shaft’s depth establishes the cost of a mistake
    tips:
      - Reveal the next obstacle before its required action.
    examples:
      - title: Mirror's Edge™
        url: 'https://store.steampowered.com/app/17410/'
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
---
# Runners and obstacle courses

id: movement-platforming--t010
type: mechanic
key: mechanic/movement-platforming--t010
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t010/

Forward progress is imposed or expected to continue, while the player chooses dodge timing and obstacle-clearing sequences.

## At a glance

![A route through a shaft in Mirror’s Edge](https://gamemechanics.pro/images/mechanics/priority-mirrors-edge-01.webp)

[Mirror's Edge™](https://store.steampowered.com/app/17410/) · Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.

1. A red support marks the route
2. The shaft’s depth establishes the cost of a mistake

- Reveal the next obstacle before its required action.

- [Mirror's Edge™](https://store.steampowered.com/app/17410/)

## How it works

Forward progress is imposed or expected to continue, while the player chooses dodge timing and obstacle-clearing sequences.

## Variants

### Mechanic variants

<a id="t010-variants"></a>

- Lane switching: discrete positions simplify selection of a safe corridor. <a id="t010-v1"></a>
- Obstacle rhythm: preparation for the next action begins before the previous one ends. <a id="t010-v2"></a>
- Flow speed: acceleration shortens decision time while retaining visible warning. <a id="t010-v3"></a>
- Route branching: a safe detour competes with a harder but more rewarding line. <a id="t010-v4"></a>

## Design example

A runner chooses a long outer lane without gaps or a short sequence of jumping, ducking and turning.

Prototype check: Change speed separately from obstacle spacing and check whether there is still time to recognize the next action.

## Context and limits

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.

## Connected materials


## Sources and 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.

- [Godot: 2D movement overview](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html) (id: source-b8626268f7974a44)
- [Maddy Thorson: Celeste & TowerFall Physics](https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html) (id: source-ad5935e19b434514)
- [Godot: CharacterBody3D](https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html) (id: source-8b181715b5c89953)
- [Mirror's Edge™](https://store.steampowered.com/app/17410/) (id: source-48f5d8f7c5026ce1)

CC-BY-4.0 · gamemechanics.pro contributors
