Skip to content
Back to skills

Platform Jump

ASecurity

Use when a platformer's jump arc, rise/fall gravity, takeoff speed, air control, jump cut, or reachable-gap metrics need outcome-based tuning.

  • 11 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added October 23, 2026
ai-agents

Security analysis

A100/100

Scanned October 23, 2026

npx -y skills add jammyfu/open-game-skills --skill platform-jump --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Platform Jump?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Platform Jump
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/jammyfu-platform-jump/badge)](https://www.skillsdirectory.com/skills/jammyfu-platform-jump)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: platform-jump
description: Use when a platformer's jump arc, rise/fall gravity, takeoff speed, air control, jump cut, or reachable-gap metrics need outcome-based tuning.
---

# Platform jump

This skill owns the **jump arc and reachability metrics**. `jump-leniency` owns coyote time, input buffering and corner forgiveness; `locomotion` owns movement integration and grounding.

Choose the movement/jump feel:

| Column | Ground feel | Air policy |
|---|---|---|
| snap-run | fast acceleration | authored air control |
| weight-run | longer accel/brake | authored air control |
| inertia-air | preserves more horizontal momentum | optional air verbs |
| gravity-flip | local up vector | same ownership rules in local frame |

Tune by outcomes such as body-height jump, time-to-apex and horizontal reach rather than copying raw constants from another game.

For a simple constant-gravity arc using positive magnitudes:

```text
gravity_up = 2 * height / apex_time^2
launch_speed = 2 * height / apex_time
```

A separate fall multiplier or curve may be authored. These equations are a starting model, not a requirement for every jump system.

## Rules

- Variable-height jump cut belongs to the arc policy; its input edge comes through `input-design`/movement state.
- Coyote/buffer configuration is referenced from `jump-leniency`, not duplicated here.
- Dash, wall-jump and double-jump are separate named verbs/capabilities; they do not silently rewrite the base arc.
- Critical level geometry should be validated against the intended no-forgiveness baseline unless the design explicitly requires a forgiveness mechanic as a taught capability.

## Accept

Measure height, apex time, horizontal reach and short-hop outcome from logical state. Verify representative gaps under the intended movement column, with forgiveness disabled and enabled separately. Changing render FPS does not change the arc; changing leniency does not secretly change gravity or takeoff speed.

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

View all in ai-agents →

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.