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© 2026 Summer Engine ApS, a Summer Labs, Inc. company. All rights reserved.

2D Platformer

About this template

This is not a description of a game you could build. This is a game. Download it, open it in Summer Engine, and you are playing a Metroidvania with seven interconnected rooms, a boss fight, stomp-to-kill enemies, wall jumping, dashing, a quest journal, an NPC shopkeeper, and a save system that remembers where you left off. The movement feels right because it has coyote time, jump buffering, variable jump height, asymmetric gravity, turn boost, squash and stretch, and landing particles. Every parameter is an @export you can tune without touching code.

The core is done. Your job is to make it yours. Swap the placeholder shapes for your sprites. Write your own NPC dialogue in JSON files. Design new rooms by duplicating the room template. Add enemies by extending the base enemy class and overriding one method. The architecture is clean: an EventBus for cross-system communication, a GameManager for state, a RoomManager for transitions, and an AbilityManager that gates content behind unlockable moves.

This template exists because the hardest part of making a Metroidvania is not the idea. It is the hundred interlocking systems that have to work before the idea can breathe. Player controller, camera, combat, checkpoints, save/load, room transitions, enemy AI, NPC dialogue, quests, UI. That is all here. You start from the part that matters: your world, your characters, your story.

Who it's for

  • Developers who want to build a Metroidvania or platformer but do not want to spend months on foundational systems before designing levels.
  • Artists and designers who have sprites, a world concept, and a story, and need a codebase that is ready for their assets.
  • Solo devs who want a polished, shippable base to extend toward a Steam release.
  • Learners studying how a complete Godot game is architected: autoloads, signals, state machines, room management, and save systems.

Highlights

  • Asset Swap and Ship

    Replace the Polygon2D placeholders with your own sprites and tilesets. Rewrite the NPC dialogue JSON files. Adjust the player physics exports. You have a game with your art and your voice.

  • Metroidvania Expansion

    Use the existing 7-room structure as a starting point. Add 20 more rooms, new enemy types by extending BaseEnemy, and new abilities through the AbilityManager. The architecture scales.

  • Prototype and Pitch

    Use this as a vertical slice for a publisher pitch, Kickstarter demo, or Steam Next Fest. The movement feel and system depth are already there. Focus on one custom area that shows your vision.

Templates›Platformer›2D Platformer

2D Platformer

A complete, playable 2D Metroidvania platformer with polished movement, combat, boss fights, NPCs, quests, and a save system. Download the Godot project, swap in your own assets and story, and ship it.

SSummer Engine·287 remixes

Playable starter included — a complete, runnable game (143 files)

Download template
Or create your own with AI

Highlights

Polished movement system

Coyote time, jump buffering, variable jump height, asymmetric gravity, turn boost, squash/stretch, and landing particles. Every parameter is @export tunable.

Combat with combo system

Three-hit sword combo with directional attacks. Down-attack bounces the player. Stomp-to-kill enemies with knockback, invincibility frames, and screen shake on hit.

Seven interconnected rooms

Hub area, Mossy Grotto, Crystal Caves, Fungal Depths, Ancient Aqueduct, boss arena, and a hidden garden. Rooms connect through doors with ability-gated progression.

Full save and quest system

JSON-based save system preserving abilities, room progress, quests, HP, coins, and bench position. Quest journal with active and completed tracking.

Features

  • Player controller with abilities

    Walk, jump, wall slide, wall jump, dash (8-directional with cooldown and iframes), and double jump. Each ability unlockable through pickups gated by the AbilityManager.

  • Enemy system with base class

    BaseEnemy class with HP, contact damage, knockback, coin drops, death particles, and white flash on hit. Override _ai_process() for custom behavior. Patrol and Flying enemies included.

  • Boss fight (Crystal Queen)

    State machine boss with telegraph, attack, and recovery phases. Charge attacks, crystal rain, and phase 2 speed increase. Health bar UI. Drops ability on death.

  • NPC dialogue and shop

    NPCs load dialogue from JSON with condition support (flags, abilities, quest state). Typewriter text display. Shopkeeper sells health upgrades and attack charms.

What's included

  • Player controller (coyote time, jump buffer, variable jump, wall slide, wall jump, dash, double jump)
  • Three-hit sword combo with directional attacks and down-bounce
  • Stomp-to-kill enemies with screen shake and hitstop
  • Patrol and flying enemy types with base class for extension
  • Crystal Queen boss fight with phase transitions
  • Seven interconnected rooms with door transitions
  • Ability unlock system (dash, wall climb, double jump)
  • Ability-gated progression (gates that crumble when you have the right move)
  • NPC dialogue system with JSON-driven conversations and conditions
  • Shopkeeper with health upgrades and attack charms
  • Quest journal with active/completed tracking
  • Full save/load system (abilities, rooms, quests, HP, coins, bench position)
  • Main menu, pause menu, HUD, game over, level complete UI
  • Bounce pads, moving platforms, crumbling platforms, one-way platforms
  • Checkpoint benches (save, heal, set respawn)
  • Collectible coins with floating score text
  • Procedural parallax backgrounds with themed decorations
  • Screen shake, hitstop, squash/stretch, particles, and juice throughout

Genre fit

  • Platformer
  • Metroidvania
  • 2D
  • Action
  • Adventure
  • Desktop
  • Web
  • Mobile
  • Console

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