Summary

Some platformers just hit different.Rayman Legendswasn’t just agreat platforming game; it was a masterclass in momentum, creativity, and rhythm-driven gameplay. From its perfectly timed musical stages to its chaotic Invasion levels, everything about it felt handcrafted with an almost obsessive attention to detail. The movement was buttery smooth, the controls razor-sharp, and every level threw in just enough surprises to keep things fresh without ever feeling overwhelming.

But,Rayman Legendsalso spoiled players a little. Once that level of fluidity, flair, and pacing becomes the baseline, it’s hard to settle for anything less. Not every platformer can match that level of energy, but these come remarkably close.

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For a game that doesn’t follow a 2D side-scrolling format,Super Mario Odysseystill shares more DNA withRayman Legendsthan one might initially expect. The sheer creativity in level design, the fluidity of movement, and the emphasis on momentum-driven traversal all echo the same kind of mechanical satisfaction found in Rayman’s best stages. Mario’s wide moveset — triple jumps, rolls, dives, hat throws, and captures — replaces Rayman’s bounce and glide with acrobatic improvisation. Both games emphasize movement as expression, rewarding players who experiment with their environment rather than follow a strict path.

What also ties the two together is how frequently each level reinvents its own rules. Much likeRayman Legends’musical stages or chase sequences that often pivot in tone and tempo,Odysseyconstantly shifts between gameplay ideas — whether it’s controlling a tank in a bullet-strewn battlefield or rolling around as a tropical seed. And while Mario’s kingdoms are far from the painterly chaos of Rayman’s world, there’s a similar sense of playfulness at every corner — like the way Luncheon Kingdom channels the exaggerated palettes ofPS2-era platformerssuch asTak and the Power of Juju.

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When it comes to2D platformersthat actually rivalRayman Legendsin both level design and gameplay complexity,Tropical Freezefalls among the best examples. Stages shift constantly, forcing players to adapt mid-run as backgrounds become foregrounds, terrain collapses underfoot, and environmental hazards sync with the music. One stage might have players riding a rocket barrel through falling debris, while the next tosses them into underwater labyrinths scored by David Wise’s melancholic piano themes.

Unlike Rayman’s floaty and airy movement, Donkey Kong’s weighty controls give a more grounded feel to each jump and roll, making timing feel tactile. But both games share the same design philosophy — constantly remixing level mechanics to keep every stage distinct. In many ways, it feels like a spiritual successor toRayman Legends’punchy set-piece design, filtered through the difficulty curve of old-schoolDonkey Kong Country 2: Diddy’s Kong Quest.

Trine 5: A Clockwork Conspiracy Tag Page Cover Art

WhileTrine 5leans harder into physics-based puzzles and slower-paced traversal, the series’ lush fantasy art direction and emphasis on cooperative platforming place it in similar territory toRayman Legends. What sets this game apart is its tri-character design — players can swap between a wizard who conjures platforms, a thief with a grappling hook, and a knight who can break through obstacles or glide with his shield. Much like the Rayman Legends ensemble cast with Globox and Barbara, each character here offers distinct abilities that let players approach levels in different ways.

The level design often feels more layered and interconnected thanRayman’s, with solutions that can vary wildly depending on the player’s creativity. And although it lacks therhythm-basedstages or arcade speed ofRayman Legends, it compensates with depth and flexibility.

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Mechanically simple but deceptively intricate,Shovel Knightdelivers platforming that demands precision but never feels punishing. The game wears its 8-bit influences openly, drawing fromDuckTales,Mega Man, andCastlevania, yet there’s a modern responsiveness underneath its retro facade that makes every jump and downward strike feel deliberate.

Every swing of the shovel, every bounce off an enemy, and every timed jump across collapsing platforms feels sharp and precise. Much likeRayman Legends,Shovel Knight: Treasure Troverefuses to let things get stale. Each of its included campaigns —Plague of Shadows,Specter of Torment, andKing of Cards— completely reshapes how players interact with the same environments. Whether it’s the acrobatic dash-slashing of Specter Knight or the alchemical jumps of Plague Knight, the game constantly reinvents its own formula, just asRayman Legendsdid with musical stages, chase sequences, and shifting terrain.

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There’s no filler here, just pure, unforgiving platforming.Super Meat Boyis built on momentum, reflexes, and muscle memory. The movement is incredibly precise, with wall jumps, mid-air turns, and bursts of speed that demand near-perfect execution. It’s a different kind of challenge fromRayman Legends, but it still shares that same philosophy of making every second of gameplay matter.

The structure is tight and focused: short, brutal levels that throw players straight into the action, with near-instant respawns that keep the rhythm flowing. There are no distractions — just the player, the level, and the platforming. It’s especially reminiscent ofRayman’s “Invasion” levels, where players had to rush through alternate versions of stages under tight time limits. And, much like inRayman Legends, even failure inSuper Meat Boynever feels cheap — it’s just one more step toward mastering the rhythm of the level.

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At first glance,Celestemay seem quiet and introspective, but beneath its minimalist art style is one of the most meticulously crafted platformers in recent memory. Thecore mechanics— jumps, air-dashes, wall climbs — are straightforward, but their application across the game’s constantly shifting levels turns every chapter into a fresh test of skill. From moving platforms and wind currents to dimension-shifting mirrors, nothing stays the same for long.

That design principle is whereCelesteandRayman Legendsintersect. Both games build each stage around a central movement idea, then push it to its limits. Every new chapter adds something to the way players move and react, much like howRayman Legendswould twist a level’s mechanics midway through or introduce timed sequences that alter how players interact with the world. What setsCelesteapart, though, is its emotional resonance. Every gameplay hurdle echoes the internal struggle of its protagonist, creating a rare platformer where mechanics and narrative are deeply intertwined.

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Ori and the Will of the Wisps

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The little spirit Ori is no stranger to peril, but when a fateful flight puts the owlet Ku in harm’s way, it will take more than bravery to bring a family back together, heal a broken land, and discover Ori’s true destiny. From the creators of the acclaimed action-platformer Ori and the Blind Forest comes the highly anticipated sequel. Embark on an all-new adventure in a vast world filled with new friends and foes that come to life in stunning, hand-painted artwork. Set to a fully orchestrated original score, Ori and the Will of the Wisps continues the Moon Studios tradition of tightly crafted platforming action and deeply emotional storytelling.

Ori and the Will of the Wispsisn’t structured likeRayman Legends— it’s a sprawling Metroidvania rather than a level-based platformer — but the moment-to-moment gameplay speaks the same language. The movement system is one of the most finely tuned in the genre. Players gain access to a cascade of abilities — double jumps, dashes, grappling hooks, bash launches — all designed to chain together in fluid, acrobatic sequences.

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The level design complements that mobility with organic terrain that encourages speed, flow, and vertical traversal. It’s not uncommon to sprint through an entire section without touching the ground, using enemy projectiles and environmental elements as momentum fuel. In that sense, it captures the same joy of motion that makesRayman Legendsso satisfying. And when the game ramps up — during high-speed escape sequences or Spirit Trials — it mirrors the same kind of breakneck pacing found inRayman’s most iconic musical or chase levels. Add to that thevisual spectacleand haunting orchestral score, and it becomes an experience that feels just as alive and reactive as anything in theRaymanuniverse.

ThoughCupheadis primarily known for its grueling boss fights, its side-scrolling run-and-gun levels often go underappreciated — and that’s where the connection toRayman Legendsbecomes clearest. These stages are intense, unpredictable, and layered with hazards that force players to keep moving and keep reacting. Movement is tight, air-dashes are vital, and enemies come in swarms, often with attacks timed to the rhythm of the game’s jazz-infused soundtrack.

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Even outside those levels,Cuphead’sboss fights share a DNA similar to Rayman’s more chaotic sequences. Each encounter evolves over multiple phases, each more bizarre and intricate than the last, forcing players to adapt in real-time to new patterns. And then there’s the animation —hand-drawn, expressive, and overflowing with personality. While the visual style is a far cry fromRayman’s fantasy settings, both games understand the importance of marrying visual storytelling with gameplay mechanics. Nothing on screen is static; everything moves, reacts, and plays into the pacing of the game.

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