Play a demo
Try moving, jumping, hitting, the camera, and menus. Use your keyboard or touch.
Move. Jump. Hit a target. See how one small change can make your game feel different. Then save your settings and why you picked them.
Try moving, jumping, hitting, the camera, and menus. Use your keyboard or touch.
A is your starting setup. B changes just one setting. Play the same moves on both and compare.
Note which one felt better and why. Then click Save project file to keep your work.
Open the Pocket Platformer example. Its goal is already written for you. It has no made-up test results.
Start with a blank project and no notes. Safe starting settings keep every demo playable.
B changes just one setting. Everything else stays the same for A and B, including your moves.
A small reward, with a clear response.
A small reward, with a clear response.
Click the scene first. Then move with A D or the arrow keys. Space jumps, X hits, R restarts, P pauses. The buttons work with touch too.
These are simple math results and tips. They do not score your game. What you see testers do matters more.
Sound is off until you turn it on. A label on screen shows when a sound would play, even when muted.
Less motion turns off shake, sparkles, and menu movement. The player, the camera, and the hit signal still work. You can always pause.
New projects use the motion setting on your device. A project you open uses the motion setting it saved. Use the checkbox to change it.
Write what happened, who tried it, and why one setting fit your goal. Leave blank anything you do not know.
All your settings in one place, to use when you build and playtest your game. Playtest means letting people try it. Your game engine may use different units, so test the numbers there.
px means demo pixels on a 560 × 340 play area, not the pixels on your screen. The red row shows the one setting B changes.
| Setting | A | B | Unit | How it works |
|---|
Write how you will match these settings in your engine, like Roblox Studio. These notes save in your project file.
Roblox measures length in studs. This tool does not turn pixels into studs for you. It does not include a Roblox script. The same numbers may feel different in your game, so test them there.
Math results are estimates. Notes come from your own tests. Example setups and tips are only ideas. None of them is a fun score.
Avalon Partner / Captain Amado, streamer and community presenter. App v1.0. Official guides checked 21 Oct 2026. See the How it works page for full details.
Fill in your project info, save your project file, and open it in other Avalon tools.
Your work saves in this browser, but it can get erased. Moving this page, switching browsers, or clearing browser data can lose it. Click Save project file often to keep a copy on your computer.
This ID (called a UUID) tells tools which project this is. Two projects with the same name are still different. Making a copy gives the copy a new ID.
| Tool data | Version | What happens |
|---|
Always bring your newest project file to the next tool. Opening a file replaces what is here, but you see a preview first. Files never sync or mix on their own.
Everything in your project, plus any data from other Avalon tools. Use it as a backup, or to move your work to another tool.
A project file is the .json file this tool saves for you. You see what will change first. Save a backup before you replace your work.
Your A and B settings with their units. It is only for reading. You cannot open it here as a project.
A plain text file with your project info, settings, notes, engine notes, and sources.
Your project file keeps data from every Avalon tool, even ones this tool cannot read. Check your notes before you share the file with anyone. Source links only open when you click them, and they need the internet.
Every demo was built from scratch for this tool, using official guides. No borrowed game art. No secret scores.
| What it finds | Math | When it works |
|---|---|---|
| Time to top speed | maxSpeed / acceleration | Starting still, holding one direction, on flat ground. |
| Stopping distance | maxSpeed² / (2 × deceleration) | Moving at top speed, then letting go, on flat ground. |
| Best-case jump height | jumpImpulse² / (2 × gravity) | A smooth math guess. The demo moves in tiny steps, so it is a little different. |
| Time to the top of a jump | jumpImpulse / gravity | Nothing in the way and no hit pause. |
| Camera catch-up | 1 - exp(-dt / followTime) | Follow time is in seconds. Zero snaps right away. After one follow time, the camera closes about 63% of the gap. |
All lowest and highest values, example setups, and tip triggers were picked for this tool. They are not limits from Roblox or any other engine.
These are the official guides we read to build this tool. Some use technical words. Links open only when you click them.
This is the list of checks we ran before we shared this tool. It uses some technical words.
You do not need this part to use the tool. It explains what is inside a project file, for people who build tools.
Made for Avalon Partner and Captain Amado. The code, text, art, and sounds are all original. You can share this app under the MIT license below. Linked guides still belong to their owners. This tool is not made by Roblox Corporation.
Copyright (c) 2026 Avalon Partner
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.