
このテンプレートについて
Celeste proved that a precision platformer can also be deeply personal. The core kit is intentionally small: jump, dash in eight directions, wall climb with limited stamina, and nothing else. Every screen is a self-contained puzzle that tests a different combination of those three tools. Strawberry collectibles reward risk-taking on optional paths. B-side cassette tapes unlock brutally harder versions of each chapter. The assist mode lets players tune game speed, dash count, and invincibility so anyone can experience the story regardless of skill level.
Summer Engine helps you build this style of game. Describe your screen-based level structure, your dash-and-climb moveset, your collectible placement philosophy. The engine sets up the precision controller with coyote time and input buffering, the screen transition system, the collectible tracking, and the assist mode toggles. You focus on designing each screen as a movement puzzle and weaving your narrative into the journey.
What makes Celeste special is that the mountain is a metaphor. The difficulty is the story. Falling and retrying is not failure, it is the character working through anxiety and depression. The best games in this style find their own metaphor. The mechanical challenge and the emotional narrative reinforce each other. Players feel what the character feels.
対象ユーザー
- Solo devs who want to build a tight, focused platformer where every screen is a handcrafted challenge.
- Designers who believe difficulty and narrative can reinforce each other without relying on combat.
- Developers who care about accessibility and want assist mode options built into the design from the start.
- Anyone who loved Celeste and wants to create their own precision platformer with heart and purpose.
ハイライト
Single Chapter Demo
Build one chapter with 20-30 screens that teach and test a single mechanic alongside the base dash and climb kit. Include 5 strawberries, one cassette tape, and a chapter-end cutscene.
Movement Feel Prototype
Build the core controller with dash, wall climb, coyote time, and input buffering. Test across 10 screens that isolate each mechanic. Nail the feel before designing full chapters.
Assist Mode Showcase
Build 15 screens of moderate difficulty with a fully functional assist mode: adjustable game speed, extra dashes, stamina toggle, and invincibility. Demonstrate that accessibility does not compromise design.


