*THE CODE ASSET IS INCLUDED AMONG THE FILES ON MY GAME PAGE*
After completing my one-eyed shinobi cat platformer in just one month, I decided to polish and release the underlying codebase as a reusable template for Godot 4.5. What started as a game jam-style project evolved into a production-ready foundation that any 2D platformer developer can drop into their own game.
The core is a complete state machine system handling both player and enemy behaviors. The player controller features tight platforming mechanics—coyote time, variable jump height, air control, knockback physics, and a full hurt/invulnerability system. Enemy AI follows a patrol-wait-fall-dead cycle with natural ledge detection and respawn logic.
Supporting systems include floating collectibles that extend level timers, ping-pong moving platforms with constant-speed motion, and a level manager that handles win/lose conditions, multi-stage progression, and automatic collectible tracking via Godot groups. A CanvasLayer HUD syncs health, objectives, and countdown timers in real time.
Everything uses CharacterBody2D physics consistently, with exported variables for easy tweaking in the inspector. The code prioritizes readability with English comments explaining design decisions rather than obvious operations.
This template contains zero assets—pure GDScript ready for your sprites, audio, and levels. It's the exact system that powered a polished 30-minute game, now available for anyone building their own platformer. Positive reception will drive future expansions like dash mechanics and advanced enemy types.


