Platformer-Editor - Play Free Online | Wipzu
About Platformer-Editor
Platformer-Editor is a two-in-one browser game that combines a traditional platformer with a drag-and-drop level creation tool. You can play through the premade campaign stages, or switch to the editor at any time to build your own levels from scratch using the same tiles, objects, and mechanics the game itself uses. What makes this more than a novelty is that the editor is genuinely accessible — you do not need any game design knowledge to place platforms, enemies, and collectibles and produce something playable in under five minutes.
The platformer itself is a competent 2D side-scroller. The main character runs, jumps, and wall-slides through obstacle courses populated with spikes, moving platforms, switch-activated doors, and enemies that follow patrol paths. The controls are tight enough that precise jumps land reliably, which matters for later campaign levels that demand precision. Double-jump is available, and the character can slide down walls to slow descent before a redirect jump — a mechanic that becomes important on vertical-shaft sections.
In editor mode, the interface is tile-based: you select an element from a right-side panel (platform tiles, hazards, enemies, start and end markers) and click to place it on a grid. Moving and deleting elements is equally straightforward. The editor validates your level automatically — it will not let you save a level that has no start point or no exit — and the test button loads your level instantly without leaving the editor view.
The game saves custom levels to the browser's local storage, meaning they persist across sessions on the same device and browser. There is no cloud sharing built into this version, but players often copy and share level codes manually if the editor generates an exportable string.
Key Features
- Full drag-and-drop level editor using the game's own tile set and mechanics
- Premade campaign levels across multiple themed environments
- Double-jump and wall-slide movement mechanics
- Enemies with configurable patrol paths placeable in editor mode
- In-editor test button — play your level without leaving the creator
- Custom levels saved to browser local storage across sessions
Controls
How to Play
- 1From the main menu, choose Play to enter the campaign, or Editor to open the level creator.
- 2In campaign mode: run and jump through each level, reaching the exit portal. Collect stars for a higher rating.
- 3In editor mode: select a tile type from the right panel, then click on the grid to place it. Place a start marker (green flag) and an exit (door/portal) — these are required.
- 4Press the Test button to play your level immediately. Return to editor mode to adjust anything that feels wrong.
- 5Save your level when satisfied. It will appear in your custom levels list and can be replayed any time from the same browser.
Tips & Tricks
- In the campaign, memorize enemy patrol paths before jumping into a section. Enemies repeat the same loop — time your jumps to cross during the safe half of their cycle.
- Wall-slides are the key to surviving vertical shafts. Hold toward the wall while falling to slow descent, then jump off the wall to redirect upward or sideways.
- When building in editor mode, playtest after every 3–4 tile placements. It is much easier to catch and fix an impossible gap immediately than to redesign an entire section later.
- Give your custom levels at least one open resting area between hard sections. Levels with no breathing room frustrate players — even a two-second flat stretch resets the tension curve effectively.
Game Info
FAQ
The browser version saves levels locally to your device. Sharing requires either playing on the same device or manually copying the level export code if the editor provides one. A cloud-sharing system is not built into this version.
Yes — levels are stored in your browser's local storage, which is wiped when you clear site data. Export your level code before clearing if you want to preserve it.
The editor does not impose a strict object cap, but very large or complex levels may slow down the test mode in-browser. Practical level size is limited by how manageable the layout is to play and navigate.