Platformer
Jump physics with coyote time, because it should feel forgiving.
AdvancedWeb appGame16–34hAI-buildable 3/5no setup
A side-scrolling platformer where the interest is entirely in game feel: coyote time, jump buffering, variable jump height, and acceleration curves. These invisible affordances are what separate a platformer that feels great from one that feels stiff.
UI
Logic
Useful
Hosting · Free forever
Deploys free on GitHub Pages, Cloudflare Pages or Vercel Hobby.
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Core features · 7
- Run and jump with acceleration and friction curves
- Coyote time allows a jump shortly after leaving a ledge
- Jump buffering registers a jump pressed just before landing
- Jump height varies with how long the button is held
- Tile-based collision that never lets the player clip through
- A camera that follows with a dead zone rather than rigidly
- Physics is frame-rate independent
The interesting part
- Tile collision resolution that handles corners without snagging
- Tuning feel constants, which is iterative and hard to get right
- Camera movement that follows without inducing motion sickness
Once it works
- Add moving platforms that carry the player
- Add wall jumping
- Add a level editor
Suggested stack
reacttypescripttailwindcanvas-api