The fastest path to a character that runs and jumps. You build the player from a CharacterBody2D and apply gravity. You run with acceleration and friction, jump off the ground, and swap between idle, run, jump and fall animations. One sitting, one platformer character on screen.
3
Lessons
370
XP Reward
Beginner
Difficulty
No videos to zone out to. You write the code yourself in the browser, and Code Checks show what your code passed as you go.
Final result: your character running and jumping in Godot

Free quest. No membership needed.
0 of 3 lessons completed
Coyote time, jump buffering, double jump, dash and wall jump. A standalone Godot 4 project, MIT licensed.
godot-platformer-controllerThe fastest path to a character that runs and jumps. You build the player from a CharacterBody2D and apply gravity. You run with acceleration and friction, jump off the ground, and swap between idle, run, jump and fall animations. One sitting, one platformer character on screen.
Finish it, then keep the momentum. Here's the logical next step.
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A Jump That Feels Amazing
Quest 2 of 8 in 2D Platformer.
The same jump from Quest 1, now it feels pro. You add the four tricks great platformers use to flatter the player. Coyote time lets you jump just after a ledge. Jump buffering catches a press just before you land. Variable jump height gives you a hop on a tap and a full jump on a hold. Asymmetric gravity makes you fall faster than you rise. Each one is a few lines and a felt difference.
Free25-45 min
Dash, Double Jump & Wall Jump
The moves that make it a precision platformer. You add a double jump for recovery and expression. You add an air dash with a cooldown and a one-per-airtime refresh. Then a wall slide and wall jump, with a brief input lock so the kick reads as deliberate. Movement becomes something you can be good at.
First lesson free35-70 min
Juice It: Shake, Squash & Particles
Juice is the disproportionate feedback that makes actions feel good. You build a reusable Juice autoload for freeze-frames, particle bursts and screen flashes. Then you add dust on every step and landing, a Mario-style squash-and-stretch spring, and screen shake with a zoom punch scaled to impact. Finish with a camera that leads where you move, and pitch-varied sound so nothing repeats. Every action starts to pop.
First lesson free30-55 min
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