The physics and feel problems solved. Movement is tuned with coyote time, jump buffering and variable jump height — the details that separate a platformer that feels good from one that does not.
What is included
- Character controller with coyote time, jump buffer, variable height, wall slide
- Enemy state machine with patrol, chase and attack
- Checkpoint and respawn system
- Save/load using Godot Resources, with versioned migration
- Pause menu, settings, audio bus setup
- Two demo levels wired end to end
Requirements
Godot 4.2+. Typed GDScript throughout, commented.










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