Jump to content
  • Advertisement
Sign in to follow this  

Leverman (2D Platformer made in UE4)

This topic is 828 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am working on a little game since the middle of july and now finished my first MVP (minimum viable product) ;-)

Its a 2D platformer - fully playable with very simple game mechanics.
Based on a paper game idea by a very good friend of mine from his kid days (i promised him 20+ years ago that i would make a actual game out of this - someday).

It is completely build in unreal engine 4 using blueprints with the following features:

- Tilemap based
- Player based on character controller including double jump support
- Simple generic following camera system
- Player interaction system (Levers, Elevators, Triggers...)
- Up/Down elevator systems which gets requested automatically when player is near a stop trigger (Stops are detected by line traces in the player interaction direction up/down)
- Jumppads
- Spikes and lava, no enemies at all
- Kill and respawn system including checkpoint support
- Levers to open doors / sink lava etc.
- Moveable platforms with obstacle detection (No timeline or matinee at all)
- A very simple main menu biggrin.png

What it needs to got it to a finished state:

- Actual graphics/sprites + proper animations (Currently i am using the 2d platformer tutorial ones)
- Add fitting sounds and music (metal, electronic, classical... dunno)
- Create all 12 levels
- Add a options menu to setup video/audio/controls
- Add in game menu to control basic video/audio settings
- Create actual checkpoints (Spawn system already supports this)
- Add a tutorial level at the very beginning
- More game mechanics (Comes automatically when i build the next 11 levels which are much harder than the first one!)
- Add goodies to collect
- Save games
- Track statistics/time (Speedrun support)
- Include version type and number in a way to edit and use it easily
- A better way to visualize debug stuff (print string is not great)
- Support for creating custom levels (This will require to build a system to generate the levels from a predefined dataset/xml/json/tmx whatsover)

Mistakes i made / Lessons learned:

- I never changed the sprite pixels per unit, which was a pita to get it proper positioned/scaled... in the next project i will definetly not make this mistake anymore.
- Using 3D geometry as triggers, doors, traps was a bad idea for a 2D game

Download MVP-1 (x64 windows only):


Controls mapping:


Move to the left / right:


- Keyboard (A or D)

- Keyboard (Left or right arrow)

- Gamepad thumb left X-axis




- Keyboard (Space)

- Gamepad (X button)


Interaction up/down:


- Keyboard (W or S)

- Keyboard (Up or down arrow)

- Gamepad thumb left Y-axis (only in digital mode!)


Interaction use:


- Keyboard (E)

- Gamepad (Y button)


Attached are some screenshots - including the original paper idea from ~1995.

What do you think about this? It it okay for the first mvp? Is it fun to play?

Dont be frustrated when you die a lot, it is not that easy at start.

Edited by Finalspace

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!