NOTE: This was my very first GDevelop project. You can find a completely redone version of this using more modern techniques on my profile. If you're trying to make a platformer with advanced techniques in GDevelop, DO NOT USE the project on the page you're currently on. Go to this page:

This is a test project I made with GDevelop and free resources available on and There is only 1 stage, but I will be posting the project files at some point so people can use it as an example/see how I completed this.


  • WASD/directions for Movement
  • Space/Numpad 5 for jump
  • T/Numpad 4 for attack
  • G/Numpad 6 for dodge-dash (ground only)
  • Home to restart current stage.
Rated 3.5 out of 5 stars
(2 total ratings)
Made withGDevelop, PixiJS
Tagscastlevania, gdevelop, gothicvania, johnathan-so
Average sessionA few seconds

Install instructions

The Project files can be extracted to a folder, then the .proj file opened within GDevelop 5. Please feel free to use any of my events to learn more about Gdevelop.

Comment on the game if they were helpful, or if you have any feedback!


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Loving this! Having a bit of an issue however. It seems that when i press T to attack it just keeps looping the animation and I can't get out of it. This is with the untouched game downloaded into Gdevelop. I checked the animation in events and it says 'trigger once'. What could be happening?

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Looks like the project folder I have updated has "Loop" enabled on that animation for some reason, even though my local copy and the compiled version does not.

This was my first project using GD5, so it has a lot of bad practices in it. I'm currently working on remaking this using all of the stuff I've learned over the past year or so, so I would say wait for that. But I'm uploading a copy with this fixed. As mentioned, you can just open the hero object and uncheck the loop option to avoid this.

The fixed project has now been uploaded.

thanks so much for the fast reply! Yea I figured it out a few hours ago and am getting underway with using this as template for my game. But do you suggest waiting? Will there be a lot of differences etc in the updated version? I’m really impressed with what I’m seeing here and think I can make something really fun from it! Thanks again, it’s much appreciated!

The new example will have a Finite State Machine, allowing you to avoid animation conflicts/have as many "check" variables in the player controls. 

It will also have more detailed explanations on Enemy AI, a basic title screen with both Gamepad and Keyboard support, a "speedrun" timer, etc.

Both of these are examples, but I intend to put big huge disclaimers all over this one pointing people to the new one once I'm done, since I would probably not recommend most of the methods I have in the old example to people.

ahhh wow that all sounds really good. Any idea on when that one will be ready? I’m really eager to get started on this game, as I’m planning to release it with an album early next year, but if you think it’s worth the wait then I might do! Or I’ll just crack on with this one and then use your new version for the sequel haha! 

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Sorry, missed this reply. I'm working on the boss logic today and I expect to have the example done this weekend if not early next week.

Finished it today! Here you go:

It's not mentioned yet, but thank you for the double-controls. Space causes the page to scroll down, arrow keys scroll left/right, so I could beat the level with WASD and number 456.

Now to actually see how you code! : )

great game , ilike it .


Nice game! I wonder if we could improve it a bit and add it as an example to GDevelop :)


I am definitely open for any input on how to clean it up further, and would be both happy and honored if it was considered good enough to use it as an example.

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Good Job! I'm curious to see more! T and G buttons are weird choices, but after a while it's ok.