Collect every gold star, then enter E. Blue flag = checkpoint; red spikes and falls cost a life. Move: arrows or A/D. Jump: Space, W or Up. Escape pauses. Touch controls also support held Enter/Space; release and press again to jump again.
GAME DEVELOPMENT STUDIO / VOL. 02
Small world.
Big possibilities.
Make a platformer that feels like yours. Shape a level, find the perfect jump, learn the code, and turn “what if?” into something playable.
YOUR IDEA, IN MOTION
The workbench
PAINT YOUR NEXT ADVENTURE
Level designer
Click a tile, or Tab into the grid, move with arrow keys and paint with Enter. Start and exit move when placed again. Edits reset the run. The editor checks structure, not whether every jump is possible. On a small screen, scroll the grid sideways.
Inspect the level data
PREDICT → PLAY → COMPARE
Find your game’s signature jump.
Your current settings shape this predicted arc. Change the controls, look at the numbers, then test a real landing. Physics becomes a design tool when you can explain what changed.
Continuous-motion estimate: height = jump² / (2 × gravity); same-height airtime = 2 × jump / gravity. Ignores ceilings, collisions, the falling-speed cap and discrete update error. It is a planning aid, not a guarantee that a gap can be crossed.
FROM FIRST TILE TO FINISHED GAME
Your eight-stop build journey
Each milestone gives you an action, an explanation and an observable result. Milestones are self-reported practice; lesson and code checks are scored separately.
READ THE RULE. REPAIR THE LOGIC.
Code that makes things happen.
Choose the missing JavaScript expression and run it against several inputs. These focused code puzzles teach the engine’s ideas; they do not modify the live engine. Download the source to make unrestricted code changes.
Explore the complete platformer engine
This is the same engine used by the workbench and exported game.
UNDERSTAND THE WHY, NOT JUST THE BUTTONS
A practical game-development course
A GOOD GAME GETS BETTER THROUGH TESTING
Observe. Improve. Ship.
Playtest notebook
Latest completed run: route & failures
Path samples cover up to the first two minutes of simulated play. Pink crosses mark deaths. This shows where events happened, not why.