genre

Use when

Designing a tight single-screen platformer where mastery of one movement verb is the whole game.

Precision Platformer (Celeste-like)

What it is. A character, a jump, usually one signature air-verb (dash, grapple, double-jump), and rooms built exactly to the edge of what that verb can do. Death is cheap; the room is the puzzle; your hands are the solution.

Player fantasy / why it’s fun. “That was me.” The screen fills with your corpses and then you thread the room clean, and the difference was skill you can feel yourself having grown. The controls never betray you, so every failure is a lesson you accept.

Pillars

  1. The controls are trustworthy. Inputs land on the frame you press them. Coyote time, jump buffering, corner correction — the system-grace canon makes the character do what you meant. Deaths are never the game’s fault.
  2. Death is free. Instant respawn, at the room’s mouth, momentum unbroken. Retry friction is the enemy of flow. (Corpus: CLAWSTRIKE sells itself on “each retry is instant, keeping the momentum alive.”)
  3. The room is a sentence. Each screen states one idea in your verb’s vocabulary and asks you to say it back cleanly. Rooms compose ideas; they never pad.

The loop stack

ScaleThe loop
MomentJump/dash across one gap. Land or die. Sub-second.
EncounterOne room (screen): read the layout → attempt → die → adjust one input → thread it clean.
SessionA chapter of ~20–40 rooms sharing a movement idea, ending on a room that combines them all.
MetaOptional B-side rooms, hidden collectibles, deathless-run and speedrun goals — the ceiling for players who own the floor.

Essential systems

SystemWhy it’s needed
system-graceThe genre’s spine. Coyote/buffer/corner-correction/variable-height are ~15 unit tests, not vibes (FUN.md law 5). Spec every window in frames.
system-onboardingTeach the verb by safe rooms first — a dash over a pit you can’t fall out of — before the verb is load-bearing over a spike.
system-difficulty-and-ddaThe chapter is the curve; assist mode (slower time, invincibility, air-dashes) extends the audience without touching the core (see Celeste).
system-save-and-checkpointPer-room respawn is the checkpoint; deaths must never rewind more than the current room.
system-collectiblesOptional off-path collectibles give the skilled a reason to master rooms twice.

Content & difficulty model

Reference wiring: examples/small-flame — the precision platformer-feel reference, whose fuel-aware waypoint bot proves the chamber winnable 0-deaths and whose grace windows are feel-gated end to end. Extending the movement envelope with a suite of abilities (the metroidvania spine) is a design shape to compose here, not a shipped example.

Signature-mechanic seeds

“X but Y” (process-the-twist) — bend the verb or the cost of death.

Common pitfalls

Anchors

Verify

Prove it with FUN.md §2 · Precision platformer — waypoint bot beats every room 0-deaths; movement-envelope inequalities asserted against config; grace windows tested edge-in/edge-out. Design the feel here; prove the trust there.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.