Godot platformer templates: three different things go by that name

By Eduardo Orellana · Updated

Search for a Godot platformer template and you will be handed three unrelated things: a 2D side-scroller, a 3D movement base and an ability-gated metroidvania. Knowing which one you have saves a week. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows, macOS and Linux, on the official Godot engine.

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The label covers at least three shapes

The most common thing tagged as a platformer starter in Godot is a 3D movement base. Godot4 Basic3DStarter is exactly that: a third-person character controller, a follow camera, an animation script, one world scene and a grid material for blocking out geometry. It has no collectibles, no enemies, no checkpoints and no goal, because it exists to be a prototyping base. If you searched for a platformer and pictured a side-scroller, this is not that, and no amount of editing turns it into one.

The second shape is the 2D side-scroller: a character with gravity and a jump, tilemap collision, one-way platforms, hazards and a level. This is what most people mean by the phrase.

The third shape is a metroidvania, which is side-on too and is otherwise a different genre. Darkcom's metroidvania project is built around that structure, with jump, dash and attack on the player, a health display, map data, connected levels, enemies and a menu flow. Ability-gated exploration is a progression design, not a movement design, and a starter that has it is solving a different problem from one that does not.

Deciding between the three before you download anything is the cheapest decision on this page. Converting between them is not a conversion, it is a rewrite.

More on this: The whole genre lives in the jump

In a platformer the numbers are the game

Every platformer starter ships a working jump. Almost none ships a jump that will suit your game, because the feel of a platformer lives in about a dozen values and they are all tuned for the demo the author built.

The arc first: how fast you rise, how much faster you fall than you rose, whether there is a moment of hang at the apex, whether holding the button gives a taller jump, and where terminal velocity sits. Then the horizontal feel: acceleration, friction, top speed, and how much control you keep in the air. Then the landing: whether you keep momentum, whether there is a recovery frame, whether the camera reacts.

Then forgiveness, which is the part players never notice and always feel. Coyote time lets you jump for a few frames after walking off a ledge. Jump buffering registers a press made just before you land. Corner correction nudges you past a block you clipped by a pixel. A starter may have none of these, and adding them is a small amount of code and a large amount of difference.

This is the honest reason a platformer starter saves less time than it looks like it will. Writing a character that moves is a day. Making one that feels good is the project.

More on this: AI 2D game maker: what a working session actually looks like

The levels are the other half, and the longer half

A starter gives you one level, often one screen. A short platformer is dozens of screens, each one teaching or testing something, ordered so the difficulty climbs without spiking. That ordering is design work no template contains.

The supporting pieces show up quickly once you start building rooms: moving platforms, crumbling platforms, one-way floors, spikes, doors, checkpoints and the rules for what respawns and what stays broken. Check which of these a starter already has, because each one you add yourself is a small system with its own edge cases.

The camera is a design tool in this genre rather than a technicality. A deadzone that lets small movements happen without the view shifting, look-ahead in the direction you are running, a slower vertical follow so jumps do not swim, and room-based framing if your level is built in screens. Most starters use a simple follow camera and leave this to you.

If you want a metroidvania, start from that shape

The temptation is to take a clean side-scroller starter and add exploration later. It rarely works out cheaply. Ability-gated progression needs a world that knows which paths are locked and by what, rooms that remember their state after you leave, a map the player can read, and a save system that holds all of it. Retrofitting those onto a linear starter means replacing the level loader and adding persistence to almost everything.

A metroidvania starter has made those decisions already, which is its real value. The controller in it is not better than the one in a plain platformer starter. The structure around the controller is what you are adopting.

More on this: Building a metroidvania when the map is the design

The other route: a brief first, then the levels and the code

Flockbay works from the other direction. Creating a project settles 2D or 3D first, read from your description and confirmed by you, which is the shape this page has been telling you to settle before you download anything. Then Flockbay asks what kind of platformer, one round of questions at a time, each with a recommendation, and writes a brief: the first levels, what comes after, what is not in this version. Approve it and the first build is a side-on platformer, running: tile ground, a band of scenery behind it, and a player controller that walks, falls and jumps. Flockbay plays it before you do, sending input events and reading the debugger, and none of it waits on a clone and an evening of reading.

The dozen values are rows on the player controller rather than lines you go and find. Walk and run speed, how long it takes to reach a speed and how long to lose it, air control, gravity, jump apex, body size and step length: say "heavier" and Flockbay retunes them, or set them yourself on the player controller around Godot's own 2D view, so heavier is a retune and not a rewrite. The walk cycle advances by distance travelled, so the legs stay with whatever top speed you settle on. Levels are painted: Flockbay lays tile ground, and the tiles, the edges and the collision all follow from which cells are ground, so a block stops the walker the moment it is there. Paint, a button in the same view, lets you drag a cell in or out yourself, with Godot's undo. The camera is three rectangles, what is in view, the dead zone and the scroll limits, which you can drag in that view, and the limits follow the ground until you drag them yourself.

What is not on that list is the forgiveness. Coyote time, jump buffering and corner correction are behaviour rather than settings, so Flockbay writes them as GDScript inside your own project: you ask for the window, it plays it, you play it, you say it is too generous. There is no template picker in Flockbay, so this is a different starting point rather than a longer list to choose from, though a Godot project you have downloaded opens in it with Open Godot project.

It is a desktop app for Windows, macOS and Linux with Godot bundled inside, and the game runs locally when you press play, which matters in a genre where you will play the same jump two hundred times. Building needs an internet connection; playing what you built does not. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key.

More on this: A 2D game maker where the first thing you do is press play

A starting project for this is the platformer game templates. The design note that goes with it is how Mario levels teach one mechanic at a time.

Questions

Is there an official Godot platformer template?
Godot does not ship game templates with the editor. Its demo project collection is the closest thing to an official starting point, and those are demonstrations of engine features rather than a maintained template line. Everything else is community work of varying scope and upkeep.
Can I use a 3D movement starter for a 2D platformer?
No, and the reverse is equally true. The controller, the collision setup, the level format and the camera are all different. Choose the dimension first and treat the genre word as secondary.
What actually makes a platformer feel good?
A jump arc you have tuned by playing rather than by reasoning, and forgiveness features like coyote time and jump buffering. Both are cheap to implement and neither is guaranteed to be in a starter you download.
How long does a small 2D platformer take?
The character is the short part. The levels are the long part, and the difficulty ordering across them is longer still. Anyone estimating from how quickly the character started moving is estimating the first five per cent.
Does Flockbay include a platformer template?
No, and there is no template picker in the app. What it has instead is a starting point of its own: pick 2D, approve the brief Flockbay writes, and the first build is a running side-on platformer with tile ground and a player controller that walks, falls and jumps. Flockbay lays the levels and writes the code, you play it and say what is wrong, and the movement values and tile cells sit around Godot's 2D view for the calls you would rather make by hand.