A platformer is a jump with scenery
Everything in the genre orbits one decision: how jumping feels. Before you prompt, pick your jump personality — it's one phrase, and it changes everything:
- Floaty and forgiving — long hangtime, gentle gravity. Cozy collect-a-thons, kids' games.
- Tight and snappy — fast fall, precise control. Precision challenges, speedrun bait.
- Momentum-heavy — build speed, big arcs, hard to stop. Sonic energy, flow-state levels.
On Arcade Sandbox you literally type one of those phrases into the prompt and the AI tunes gravity, acceleration, and jump velocity to match. If it lands wrong, a revision like "make the jump floatier and more forgiving" re-tunes it in about a minute.
Ask for the invisible stuff by name
Great platformers cheat in the player's favor. These tricks are decades old, and the AI knows them all — you just have to ask:
- Coyote time: you can still jump for a split second after walking off a ledge.
- Jump buffering: pressing jump right before landing still counts.
- Variable jump height: tap for a hop, hold for a full jump.
- Squash and stretch: the character deforms on landing and takeoff — pure juice.
One line covers it: "include coyote time, jump buffering, and variable jump height — the controls should feel unfair in my favor."
Prompt recipes
"A tight, snappy platformer where a tea kettle hops across a giant kitchen counter to reach the stove before breakfast ends. Steam meter enables double jumps. Include coyote time and jump buffering. Three levels, each introducing one new hazard: knives, toasters, a suspicious cat."
"A floaty, cozy platformer about a baby cloud climbing back to the sky. No enemies, no death — falling just drifts you down gently. Collect raindrops, water flowers to build bounce-platforms, end each level on a rainbow. Soft pastel palette."
"A one-screen rage platformer: reach the flag at the top of a single brutal tower. Tight controls, instant respawn, a death counter that comments on my performance. Every death makes the taunts funnier."
▶ FIRST GAME'S FREE
New accounts start with ⚡ 5 free tokens — a 2D build costs 4. Your platformer is one sentence away.
Build my platformer →No code, no engine, no installs · revisions 3 tokens · share it as a link.
Level design in plain English
You don't place tiles — you describe intent, and revise after playing:
- "Add checkpoints before each hard section."
- "Teach each mechanic safely once before it can kill me."
- "Hide a secret area behind a waterfall with a bonus star."
- "The last level should remix every earlier hazard at double speed."
That last one is a classic level-design pattern (the "final exam" level), and asking for patterns by intent is exactly where an AI maker shines. For the general prompt method, see How to make games with AI.
FAQ
Can I make a platformer without coding at all?
Yes — the whole loop is plain English: describe, play, revise. If you later get curious about how it works, here's what happens between your prompt and the running game.
Can it look like Mario?
Ask for the feel, not the franchise — "a bright, bouncy platformer with mushroom-themed power-ups" is fine; cloning Nintendo's characters isn't, and original ideas turn out better anyway.
Does it work on phones?
Yes — ask for touch controls ("with on-screen touch buttons for mobile") and share the link; it plays in any browser.
2D or 3D?
Platformers are the strongest 2D genre — start there (4 tokens). Simple 3D platformers work too (what 3D-from-text can do), at 8 tokens.