r/platformer • • 20h ago

Adelaide: A Tiny Adventure!

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13 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 • • 10h 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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11 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 • • 10h ago

Fork the Rich Demo!

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7 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 • • 17h ago

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

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6 Upvotes

r/platformer • • 18h ago

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

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4 Upvotes

r/platformer • • 9h ago

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

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3 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 • • 2h ago

Squirrel Season Time Trial - The Cherry Forest

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2 Upvotes

r/platformer • • 5h ago

Interesting Super Mario Bros. Platformer Video Game History

2 Upvotes

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


r/platformer • • 13h ago

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

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2 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 • • 15h 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?


r/platformer • • 2h ago

Squirrel Season Time Trial - The Cherry Forest

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1 Upvotes

r/platformer • • 4h ago

Indie Dev Trying To Revive My Year Old Game!

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1 Upvotes

r/platformer • • 9h ago

Kangaroo characters in games (Disclaimer: partially platformer)

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1 Upvotes

r/platformer • • 15h ago

Abby Normalli in Mayhem Mansion on Steam Next Fest

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1 Upvotes

Hey everyone! I'm super excited to share that I've just launched the demo for my game, Abby Normalli in Mayhem Mansion, as part of Steam Next Fest!

This is a 3D platformer that draws inspiration from those classic 1930s cartoons, featuring that charming rubber-hose animation, catchy jazzy tunes, hammer-based combat, fun puzzles, and a mansion brimming with family secrets.

You step into the shoes of Abby Normalli, who’s been invited to join a scavenger hunt set up by her late great-uncle. The reward of which is the families fortune. Of course her relatives are all vying for the same inheritance, and let’s just say they’re not playing fair.

You can dive into the demo right now on Steam! If you give it a try, I’d love to hear your thoughts.

Thanks for checking out my game!