Web3 gaming · How-to
How to Build an Untitled 2D Platformer Game in 2026
A practical path from an empty project to a playable 2D platformer, covering engine choice, movement code, levels, phone controls, testing and publishing. It also explains when blockchain features make sense in a small game and when they add risk without value.
By the DappsAtlas editorial team · Updated

What is an untitled platformer and what should you build first?
An untitled platformer is a game that still uses a working title while its design is being shaped. A platformer is a game where a character runs, climbs and jumps across surfaces, usually viewed from the side (2D) or from a fixed angle with 3D-style art (2.5D).
Before you open an engine, decide the smallest version that tests the core idea. For most projects, that means:
- One player character with left, right and jump
- One short level with ground, gaps and a goal
- One hazard or enemy
- A simple win or reset state
Write these down in one page. Every later feature should either support this list or wait until the list works. Beginners often start with inventory systems, story screens or a large map. Those add weeks of work before the jump feels right, which is the one thing that decides whether a platformer is fun.
If the game will later include a shop, tokens or ownership features, keep them out of the first prototype. Adding them early makes testing harder and hides whether the basic movement is good.
Which engine should you use for a 2D platformer?
Three engines come up most often for 2D platformers: Unity, GameMaker and Godot. Many beginner tutorials, including those for Unity and GameMaker, teach the same basic ideas, so you can learn the concepts in one and apply them in another.
When comparing engines, consider:
- Language: Unity uses C#, GameMaker uses its own scripting language, and Godot uses GDScript or C#
- 2D tools: check how each engine handles tilemaps, sprite animation and pixel-perfect rendering
- Export targets: confirm that the platforms you care about are supported in the current version
- Licence and fees: read the current terms, since these change over time
Once you choose, set up a 2D project. Import your sprites as a sprite sheet, set the pixel grid so art stays crisp, and set a fixed physics step if your engine supports it. Make a folder structure early, such as separate folders for art, scenes, scripts and audio. A tidy project saves time when you add the fifth level and need to find a sprite quickly.
Test the setup with a single square that falls under gravity and lands on a floor. If that works, the engine is ready for real movement code.
How do you code smooth player movement and jumping?
Good platformer movement is a set of small rules that work together. Start with four pieces:
- Horizontal movement: set the character's speed from input each frame, with a short acceleration and deceleration so it does not feel like a light switch.
- Gravity: apply a downward force that increases the falling speed up to a limit.
- Ground check: detect whether the character touches a floor, using a small box or ray under the feet rather than a precise point.
- Jump: when jump is pressed and the character is grounded, apply an upward velocity.
Three details make jumps feel fair:
- Coyote time: allow a jump for a few hundredths of a second after the character leaves a ledge.
- Jump buffer: remember a jump press for a short time before landing, so a slightly early press still works.
- Variable jump height: when the button is released while the character rises, cut the upward speed. Tap for a short hop, hold for a full jump.
Do not copy numbers from a tutorial and assume they fit your game. Speeds, gravity and timing windows depend on your sprite size and level layout. Change one value at a time, play for a minute, and write down what felt better. Tiny changes to gravity can make the same jump feel floaty or heavy.
How do you build levels with tiles, slopes and cameras?
Levels are where a platformer's rules become a challenge. Most engines offer a tilemap system that places repeated tiles on a grid and handles collision for them. Use separate layers for background art, collision tiles and decorations so you can change one without breaking the others.
Key level elements to plan:
- Solid ground and walls
- One-way platforms that the player can jump up through but land on from above
- Slopes, if your level has uneven terrain. Slope collision is a common source of bugs, so test that the character does not stick, jitter or slide off gentle hills.
- Gaps sized so a jump is possible but not trivial
- A clear goal at the end
Camera design matters as much as the layout. A camera that follows the player should stay slightly ahead in the direction of movement, use a small dead zone so the screen does not shake, and stop at the level edges. Set the camera bounds to the level size so the player never sees empty space.
Sketch the level on paper before building it. Mark where the player learns each mechanic, where they must combine two skills, and where they can rest. A level that teaches one thing at a time is easier to test and easier to improve.
How should you add enemies, hazards and collectibles?
Enemies and hazards make a platformer feel alive, but they need clear rules. Start with the simplest type: an enemy that walks back and forth on a platform and turns at each edge or wall. Add a ledge check so it does not walk off the platform unless you want that.
For combat and damage, separate two kinds of collision boxes:
- Hitbox: the area of an attack or hazard that can hurt the player
- Hurtbox: the area of a character that can be hurt
Keep these boxes slightly smaller than the sprite so near misses feel fair. For stomping enemies, check whether the player is falling and above the enemy's top edge when they touch. Only then should the enemy be defeated and the player bounced upward.
Collectibles are simpler. Give each one a trigger area, remove it when touched, and increase a counter. Keep the counter in one script so the UI can read it without tangled references.
Finally, add checkpoints. When the player dies, reset them to the most recent checkpoint, not the start of the level. Test the reset carefully. Items, enemy states and camera position should all return to the right values, or players will notice quickly.
How do you add touch controls for phones?
If your platformer will run on phones, add touch controls early. Desktop keyboard tests will hide problems that appear quickly on a touchscreen.
A common layout uses:
- A left button and a right button on the lower left
- A jump button on the lower right, large enough to hit without looking
- An optional pause button in a corner away from the thumbs
Support multi-touch so the player can hold right and tap jump at the same time. Many prototypes fail here because only one touch registers. Keep the buttons semi-transparent so they do not hide the level, and keep them outside the area where the character usually moves.
Mobile devices vary in size and aspect ratio. Anchor UI elements to screen edges rather than fixed pixel positions, and test on at least two screen shapes. Check that the screen does not rotate unexpectedly and that the game pauses when a call or notification appears.
The best test is a real phone with your thumbs. Play the first level for ten minutes. If your thumbs cover the controls, make the buttons larger or move them. If you miss jumps, increase the jump buffer slightly before changing the physics.
How do you test and fix common platformer bugs?
Testing a platformer means checking whether the rules work across many small situations. Common bugs include:
- Tunneling: a fast character passes through a thin wall or floor between frames. Fix this with smaller physics steps, thicker collision, or a limit on maximum speed.
- Falling through seams: two tiles meet, and the player drops through the gap. Check tile collider settings and use composite colliders where your engine supports them.
- Sticking to walls: the player catches on a corner when jumping. Adjust the collider shape, often rounding the bottom corners.
- Input lag: jumps feel late. Check whether input is read in the update loop or the physics loop and whether there is an extra frame of delay.
- Stuck on slopes: the character jitters on gentle hills. Use a slope-aware movement step or a smaller ground check.
Keep a short test checklist and run it after every major change. Include a full run from start to finish, a checkpoint reset, and a test of every enemy type. Record your inputs when a bug appears, so you can reproduce it. Ask other people to play without instructions, and watch rather than talk. Their confusion points to unclear design, not just bugs.
How do you publish a platformer on web, PC and mobile?
Publishing a platformer involves technical and administrative work, and the details change over time, so check the current requirements for each store before you commit.
For a browser release, export a web build, host it on a site you control, and test it in several browsers. Keep the file small, because long load times lose players. Use a short loading screen and compress large audio files.
For desktop storefronts, you will usually need a developer account, a store page with screenshots and a description, and a fee or agreement with the store. Plan for review time before a launch date.
For mobile, you need developer accounts on each app store, a privacy policy, age rating answers and a build that matches the store's current technical requirements. Test on real devices, including an older phone, and check battery use and frame rate.
Before release, prepare a short list:
- Save data works after closing the game
- Sound can be muted and volume is adjustable
- Controls can be remapped or are clearly shown
- A bug report or contact method is available
- Credits list every asset source and its licence
Should an untitled platformer use blockchain features?
Many platformers have no blockchain features, and that is a reasonable choice. Adding a wallet, a token or NFTs brings extra work and risk: wallet setup for players, questions about who holds assets, security of smart contracts and the rules for tokens in your country. None of these affect whether the jump feels good, so validate the core game first.
If you still want to explore this, study existing projects before deciding. Polytrack, a browser racing game with a level editor, is a useful reference for how a small browser game can ship without any crypto element. The Sandbox is a virtual world where creators build experiences, and it shows how a platform can offer creator tools alongside its own token economy.
If you do integrate a token or NFT, keep these rules in mind:
- Never ask players to send crypto to play a basic game
- Do not present a token as an investment or a path to income
- Never store or ask for seed phrases or private keys
- Test on a test network before any real value is involved
- Get legal advice on securities and gambling rules where your players live
A platformer succeeds on its movement and level design. Any token layer should be an optional extra that players can ignore.
Frequently asked questions
Do I need to learn a specific engine to make a platformer?
Yes, for most first projects. Unity, GameMaker and Godot all have large communities and beginner tutorials. Pick the one whose workflow you can stick with for several weeks, because switching engines midway usually costs more time than the engine's features save. Check each engine's current licence terms before you publish a commercial game.
How long does it take to build a simple platformer?
A basic prototype with one character, one level and one enemy can take a beginner a few evenings to a few weeks. A polished game with multiple levels, menus, sound, save data and tested mobile controls takes much longer. Scope is the main factor. Cut features until the core jump feels good, then add content.
Should my platformer include NFTs or tokens?
Not necessarily. Most platformers ship as conventional games with no wallet or token. Blockchain features add wallet setup, custody questions, security exposure and rules that vary by country. If you want them, read how existing projects handle these issues first, and treat any token or NFT as a high-risk asset, not a source of income.
How do I know if my platformer feels good?
Build a short playtest build, share it with a few people who have not seen it before, and watch them play without helping. Note where they get stuck, which jumps they miss and where they quit. Fix the top three problems before adding anything new. Recording a short video of each session helps you spot timing issues you did not notice while playing.
Which platform should I publish to first?
Web builds are easy to share but limited by browser performance and file size. Desktop releases give you more control and a larger audience through storefronts, with their own fees and review steps. Mobile needs touch controls, varied screen sizes and store developer accounts. Choose one primary target first, then port once the core game is stable.
Mentioned in this guide
dApps in this guide
Polytrack is a free browser-based low-poly time-trial racing game by Kodub, inspired by TrackMania, with a level editor; it has no crypto element.
The Sandbox is a blockchain-linked virtual gaming world on Polygon and Ethereum, with token SAND and a new AI game engine in beta for creators.
Common is a non-custodial ZK privacy dapp on Arbitrum and Aleph Zero EVM that lets users shield funds and withdraw to a new, unlinkable wallet.
Save, formerly Solend, is a Solana lending and borrowing protocol where users earn interest on deposits or borrow against collateral.
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