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25

Demon Tides (2026)

by game_tinkerer  • 
Demon Tides
Game
Released
Beebz can chain moves across islands and alter that vocabulary with talismans, turning a distant structure into several possible approaches. Placing your own checkpoints encourages experimenting with an uncertain route. This 2026 game makes a strong case for open-world platforming because the travel itself supports invention. The ocean and search for rewards spread the action out more than a compact campaign would. Pick it for customising how you move, then finding somewhere to put that particular combination to work.
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26

Shovel Knight: Specter of Torment (2017)

by game_tinkerer  • 
Shovel Knight: Specter of Torment
Game
9.0/10on IGDB
Released
Specter's Dash Slash makes an enemy the next step of an aerial route. Being above or below the target decides the launch direction, and short wall climbs give a faltering line another chance. The targeting mark is worth learning to read. Clever enemy spacing teaches the rhythm before asking for longer chains; this standalone campaign is also included in Treasure Trove.
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27

Pepper Grinder (2024)

by game_tinkerer  • 
Pepper Grinder
Game
7.0/10on IGDB
Released
Steer through earth as though it were a current, then burst out at an angle towards the next patch. Pepper's drill makes curves and exits feel wonderfully physical. New drill uses and machinery vary that central idea. The adventure is compact and bosses interrupt its flow, but the core action gives it an identity all of its own.
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28

Crash Bandicoot 4: It's About Time (2020)

by game_tinkerer  • 
Crash Bandicoot 4: It's About Time
Game
8.2/10on IGDB
Released
Quantum Masks change the rules around a familiar spin and jump, asking you to read a course differently when gravity or time behaves differently. Those tightly arranged sequences make a strong platforming challenge, although long levels and exhaustive collectible goals can become wearing. Modern mode returns you to a checkpoint without a lives limit; it does not remove the difficult jumps. I recommend the main route first, where the movement ideas have room to impress before completion demands dominate.
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29

Prince of Persia: The Lost Crown (2024)

by game_tinkerer  • 
Prince of Persia: The Lost Crown
Game
8.4/10on IGDB
Released
Sargon's dashes, air movement and time powers develop into intricate sequences through traps, giving this exploration adventure a convincing place beside more conventional platformers. Combat and backtracking occupy substantial time too. Platforming Assist can bypass difficult main-route sections, while optional challenges remain a different ambition. Choose it when you want precise movement to grow across a connected map, with a broad set of adjustments that makes learning the adventure more manageable.
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30

Tinykin (2022)

by game_tinkerer  • 
Tinykin
Game
8.2/10on IGDB
Released
Bubble gliding makes a high shelf inviting, while soapboard travel gives an ordinary crossing a little flourish. Tinykin turns the scale of household rooms into readable routes and hiding places. Collecting and errands give this gentler adventure its structure, with optional races offering a more exact second look.
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31

The Messenger (2018)

by game_tinkerer  • 
The Messenger
Game
7.9/10on IGDB
Released
The Cloudstep refreshes your jump when you hit a target. Suddenly a lantern or enemy is part of a route you can keep airborne, giving attacks and landings one shared rhythm. The later shift towards exploration brings more revisiting between the concentrated courses. Choose it when that changing pace sounds as appealing as the initial ninja platforming.
More about The Messenger
32

Sackboy: A Big Adventure (2020)

by game_tinkerer  • 
Sackboy: A Big Adventure
Game
7.8/10on IGDB
Released
Handmade scenery becomes a set of playful obstacles for Sackboy's roll, flutter and slap. Musical levels connect the movement to a clear beat; optional Knitted Knight Trials ask you to sustain a much cleaner run. Infinite Lives helps with practice. Solo play shows the course design clearly, while company adds a more chaotic sort of fun.
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33

Super Mario Bros. 3 (1988)

by game_tinkerer  • 
Super Mario Bros. 3
Game
8.9/10on IGDB
Released
A running start can become a flight, but keeping that possibility useful means reading the ground before taking off. Small stages repeatedly change the problem with enemies, suits and moving platforms, making this more than a straightforward sequence of jumps. This entry is the original NES game, rather than the differently presented remakes. Nintendo's classics library offers a current route with modern suspend tools. Its older lives system is demanding, but the density of ideas still earns close attention.
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34

Donkey Kong Country 2: Diddy's Kong Quest (1995)

by game_tinkerer  • 
Donkey Kong Country 2: Diddy's Kong Quest
Game
8.9/10on IGDB
Released
Diddy's speed and Dixie's helicopter spin make the same obstacle feel different, while animal transformations give whole stages a distinct physical rule. The original Super NES version is the choice here, with Nintendo's classics service providing a current route. Secrets and later levels can be unforgiving. It earns the place for how thoroughly a stage develops a movement idea, although the precision required to maintain a good run makes it a firmer challenge than its jaunty presentation suggests.
More about Donkey Kong Country 2: Diddy's Kong Quest
35

Grapple Dog (2022)

by game_tinkerer  • 
Grapple Dog
Game
8.0/10on IGDB
Released
Pablo's hook gives a plain-looking gap several possible answers. Release a swing early, carry it further or investigate a higher route; hidden areas and time trials make those decisions worth revisiting. Later challenges expect precision. It earns its place by developing one readable tool thoroughly.
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36

Sanabi (2023)

by game_tinkerer  • 
Sanabi
Game
8.0/10on IGDB
Released
The chain arm makes a distant ceiling or an enemy part of the same fast route, joining attack and movement into a satisfying pull through danger. Platforming sequences build around that reach rather than treating grappling as a shortcut between fights. Lengthy story scenes regularly interrupt the action, which limits its appeal as a game to choose purely for movement. Stay for a strongly defined tool with increasingly demanding spaces to cross, alongside a sombre narrative.
More about Sanabi
37

Bzzzt (2023)

by game_tinkerer  • 
Bzzzt
Game
8.0/10on IGDB
Released
ZX8000's testing chambers turn the little robot's jump and dash into a succession of clearly framed problems. Fresh hazards arrive quickly, with clean feedback that makes a missed attempt understandable. Difficulty options offer a gentler route or a harsher test, and time challenges give familiar chambers another purpose. It is smaller in scope than the leading picks, but neatly concentrated practice is its particular pleasure.
More about Bzzzt
38

It Takes Two (2021)

by game_tinkerer  • 
It Takes Two
Game
8.8/10on IGDB
Released
Jumping, dashing and wall-jumping give both players a stable foundation as the paired gadgets keep changing. Your partner's tool can determine the shape of your own route, making coordination the distinctive platforming pleasure. Two players are required, locally or online. Diversions and story scenes regularly break up the action; choose it when sharing the rhythm is part of the attraction.
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39

Yooka-Replaylee (2025)

by game_tinkerer  • 
Yooka-Replaylee
Game
8.0/10on IGDB
Released
Replaylee revises the earlier adventure's controls and camera, making rolls, jumps and linked moves a stronger reason to explore its large worlds. The map and challenge tracking also reduce aimless searching. It is this 2025 reworking that earns the place, with its freer access to abilities inviting experiments earlier. Collectible hunting and assorted mini-games still dilute the concentration on movement. Best for someone who wants a generous 3D playground and is happy to make their own satisfying route within it.
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40

The End Is Nigh (2017)

by game_tinkerer  • 
The End Is Nigh
Game
8.5/10on IGDB
Released
A ledge grab turns the platform's edge into a tool: hang, judge the next gap and leap away. Connected screens reward learning Ash's deliberately restricted vocabulary. It ranks last because its grim humour, relentless deaths and severe later challenges will suit fewer people, while understanding one difficult room can still be enormously satisfying.
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