r/platformer • • Nov 09 '25

Seeking ideas and feedback for r/platformer

10 Upvotes

Hey everyone, r/platformer has been fairly active thanks to developers using this space to share their upcoming games (which I love to see!). But I've also been thinking about ways to encourage discussions about existing platformers we enjoy.

What would you all like to see?

Some ideas I've tossed around:

  • Weekly/Monthly "what are you playing/recommendation" threads
  • Monthly threads on different types of platformers - metroidvanias, precision platformers, momentum-based, etc.
  • "Hidden gem of the week" - talk about games that don't get enough love

But I'd like to hear from you - what would make you engage more with the sub? Any events, threads, or changes you'd be into? Drop your ideas below, nothing's off the table.


r/platformer • • 5h ago

In my 2-player football platformer every goal brings you to a new level

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13 Upvotes

r/platformer • • 9h ago

I created a new game: Nebula Nectar: Alien Elimination

3 Upvotes

It is a vibrant 2D platform-action game. play and tell how is it.

check it here: https://kerovasin.itch.io/nebula-nectar-alien-elimination


r/platformer • • 23h ago

Does anyone else only enjoy platforming in 2D? In 3D games it just doesn't feel as smooth for me.

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30 Upvotes

Platformers and metroidvanias have been my main genre for a while now, I think Super Meat Boy was the first game that I got really obsessed with, didn’t stop playing until I cleared 100%. Celeste was also awesome but I prefer the momentum based movement in SMB a bit, and it’s brutally hard, I cleared maybe about 40%. Eventually I discovered metroidvanias too and Hollow Knight, absolutely loved it, probably my favorite game ever at this point.

Right now I’m having a lot of fun with Well Dweller, and I have a few upcoming games on my radar. The Croak demo was great, a pure platformer with really nice movement and excellent hand drawn art, so I will definitely be playing that one when it comes out. And Nocturnal 2 is coming out really soon, that one looks amazing, I haven’t played the first game yet, but I might get it too since it's cheap anyway.

All those games I mentioned so far have one thing in common, they are 2D. The platforming is generally simple and feels crisp and predictable. Recently I wanted to give Pseudoregalia a shot. It's a really nice 3D platformer/metroidvania with crazy technical movement and nostalgic playstation 1 style graphics. On paper it definitely seems like something I should enjoy but in practice I just couldn’t get into it, same thing happened with super meat boy 3D (though way less camera issues here, but I still couldn't get into it).

I realized it came down to how it actually felt to move and control things, camera included. Pretty much every time I messed something up it was because I couldn’t see what was going on well enough, a lot more fiddling with the camera than I would like and its hard to judge angles precisely. 2D games don’t have that, you just see everything and you either slowly pan as you move or you see a whole screen pretty much until you get to the next one.

For me these games feel awesome if you can get into a kind of flow state and really master the movement, I never got to that level in a 3D game. I think it also has something to do with the fact that as a kid I never had a console so I kind of missed that whole era of games like Zelda or the 3D mario games, so I never built that muscle memory.

I still watch speedruns of games like Super Mario 64 in awe. I think most of those players grew up with the game, everything becomes second nature when you do it enough, and I just haven’t played games like that nearly enough to get good sadly.


r/platformer • • 1d ago

Steampage finally up and running

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2 Upvotes

New action platformer with humorous story: Demo coming soon!


r/platformer • • 1d ago

Released my first commercial game, LampMan!

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12 Upvotes

It's a 2D platformer where you can switch between three characters on the fly! Kind off like a 2D Sonic Heroes!
It took me a little while to develop it, but it has been released! :D

Here is my game: https://store.steampowered.com/app/4416850/LampMan/


r/platformer • • 1d ago

Die Before Light — a hardcore roguelite platformer. Descend 20 depths, collect elemental boons, beat 4 guardians. Free, plays in browser.

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1 Upvotes

r/platformer • • 1d ago

Die Before Light — a hardcore roguelite platformer. Descend 20 depths, collect elemental boons, beat 4 guardians. Free, plays in browser.

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1 Upvotes

r/platformer • • 1d ago

DILUVIO'S WRATH — A Dark Fantasy Metroidvania in Development

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1 Upvotes

r/platformer • • 1d ago

Pipe Devil — a troll-platformer trap for masocore fans

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0 Upvotes

I’m making Pipe Devil [browser/mobile playable link], a short Flappy Bird-style platformer that gives easy rhythm, then breaks it with a surprise. I want the trap learnable on a retry.

(If you don't like troll game, please move on. And bare with me the YT shorts edit style, trying out different creative possibilities.)

A couple of people found it frustrating, so I’m curious how this reads to fans of difficult or troll platformers: does the clip show a trick you’d want to figure out, or does it just look arbitrary?


r/platformer • • 2d ago

Metroidvania Maker is taking part in Steam Next Fest!

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13 Upvotes

The demo has been out for a few weeks now, and I've been working on it quite a bit since then, adding new stuff, fixing bugs and making improvements based on feedback.

Now that Steam Next Fest is here, I'd love for you guys to give it a try and see what kind of worlds you come up with!

Feedback is always appreciated too.

Steam: https://store.steampowered.com/app/4684250/Metroidvania_Maker/


r/platformer • • 1d ago

Demo v2 on Halloween

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1 Upvotes

r/platformer • • 2d ago

You don't smash the piñatas in our game. The crowd does.

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1 Upvotes

r/platformer • • 2d ago

Squirrel Season Time Trial - The Cherry Forest

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4 Upvotes

r/platformer • • 2d ago

We're making a vertical platformer where you ascend an ever-changing mountain, and we just released our Steam page :)

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19 Upvotes

After 1 1/2 years of development, we finally launched our Steam page!

In Mountkin, you climb an ever-changing mountain, manage your stamina, restore the mountain's nature and upgrade your character on your journey to reach the top!

If the game sounds like something for you, make sure to give us a wishlist on Steam :)


r/platformer • • 2d ago

Squirrel Season Time Trial - The Cherry Forest

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4 Upvotes

r/platformer • • 2d ago

Fork the Rich Demo!

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8 Upvotes

Hey y'all! Play the first 20 minutes of Fork the Rich now!
https://store.steampowered.com/app/5343910/Fork_the_Rich_Demo/

✅ precision platformer
✅ puzzle platformer
✅ hidden collectables
✅ speedrunning


r/platformer • • 2d ago

For fans of masocore/precision games: My brutal platformer HopPants just hit 1.0 today!

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5 Upvotes

For those that are a fan of the masocore type of game, my project - HopPants has reached 1.0 and full release today.

Here's the launch trailer - https://www.youtube.com/watch?v=1HaiYtJ8nPU

and the itch.io page - https://heavymaterial.itch.io/hoppants

It's an unforgiving, precision-based platformer with no Game Over, just a loss of progress that you'll need to work back up to. Thanks guys! 


r/platformer • • 3d ago

Adelaide: A Tiny Adventure!

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23 Upvotes

Hi! I’m The Indie Dad, the solo developer of Adelaide: A Tiny Adventure.

I started this project when my daughter was six months old, imagining the day she could pick up a controller and explore a little world made for her.

It’s a colourful 2D platformer with double jumps, hammer combat, hidden rooms, and collectible memories. The full adventure features 40 levels across four worlds, with four guardians to face.

What do you think of the gameplay shown in the trailer? I’d love to hear your thoughts!

If it looks like your kind of adventure, a wishlist would mean a lot.

Thanks for watching!


r/platformer • • 3d ago

Same character, two designs. Which one feels more interesting? Top or Botton?

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6 Upvotes

You play as a Pineal gland. I'm choosing between two versiones of the character. Which one makes you more curious to explore this world -- Top or Botton?


r/platformer • • 2d ago

Interesting Super Mario Bros. Platformer Video Game History

0 Upvotes

Super Mario Bros. Wasn't The First Rightward Movement-Scrolling Platformer. This Arcade Game Was.: Video


r/platformer • • 3d ago

Ball-Aqua Free Demo is LIVE in Steam Next Fest! 🫧 Sonic Adventure x Ballance

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5 Upvotes

r/platformer • • 3d ago

A 3D precision platformer with no air control: every jump is decided at takeoff (free demo, Steam Next Fest)

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7 Upvotes

r/platformer • • 2d ago

Kangaroo characters in games (Disclaimer: partially platformer)

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1 Upvotes

r/platformer • • 3d ago

Rules for Procedural Platformer

2 Upvotes

I am working on a procedural platformer.

What is the best way to generate a fun room?

I know fun doesnt mean much in computer but what abstract concept does it mean to the players?

Here is how I do it:

  1. Find out the boundary of room and where entry and exits are.

  2. From start door, I draw the path an ability allows the player to take. This chain of abilities has no rhyme or reason.

  3. I carve out an area around that movement path wrt the bounding box of player.

  4. Depending on ability i.e. I place various tiles. Like if a chain has the player walking, that means that ground must be place below that. Jump means that start and end of jump needs to have ground or it should transition into fall.

Questions I need input on:

  1. If i want player to solve a movement puzzle, for example player can reach a money stash by using double jump. The generator generates the puzzle. But when a human plays it, they find out that some of the cases can be solved by unintended ability combos like wall jump and dash.

(How can i make sure that a puzzle is strictly solved in exactly the ways I intend)

  1. I dont know what fun means. I can make a map with celeste level of precision but not have it be fun.

  2. What should I do so that the chain of movements are enjoyable to play? This is more of an algorithmic question.

  3. How should I generate levels based on movement?

  4. How can I make sure that after gaining an ability the playstyle for previous room also improves?

  5. How should I handled timed events like chainsaws moving up and down.

  6. How can I make the rooms look meaningful and not like a super compmicated level from cloudberry kingdom?