Why Does Celeste Feel So Good to Play? | Game Maker's Toolkit

Celeste is one of the most satisfying platformers released in recent memory. And a big part of that is due to the tight and responsive controls of the game’s main character: Madeline. In this video, let’s look at how designers Matt Thorson and Noel Berry made the hero of Celeste feel so good to play.

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More info on my run and jump graphs | GMTK Patreon

Full Matt and Noel interview | GMTK Patreon (Paid content)

Celeste Player Code | GitHub

Celeste |

Celeste’s stamina mechanic. explained | Reddit

Why Celeste’s dash feels great | Rock Paper Shotgun

TowerFall Physics | Matt Makes Games

Celeste Developer Commentary Livestream | Matt Thorson

Level Design Workshop: Designing Celeste | GDC

Celeste’s Movement | Mix and Jam

Games shown in this episode (in order of appearance)

Super Meat Boy (Team Meat, 2010)
LittleBigPlanet (Media Molecule, 2008)
The Swindle (Size Five Games, 2015)
Bubsy: The Woolies Strike Back (Black Forest Games, 2017)
The End Is Nigh (Edmund McMillen & Tyler Glaiel, 2017)
Celeste (Matt Makes Games, 2018)
New Super Mario Bros. U (Nintendo, 2012)
Mega Man 11 (Capcom, 2018)
Super Mario Bros. 3 (Nintendo, 1988)
Shovel Knight (Yacht Club Games, 2014)
Unravel (ColdWood Interactive, 2016)
Sonic Mania (Sega, 2017)
Nuclear Throne (Vlambeer, 2015)
Super Mario Sunshine (Nintendo, 2002)
Inside (Playdead, 2016)
N++ (Metanet Software, 2015)

Music used in this episode

Celeste soundtrack – Lena Raine (

Other credits

2D Platformer Character Controller – Scripting Gravity | Unity

Celeste All B-Sides Speedrun in 26:46 | TGH

Looney Tunes © Warner Bros


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