Hey Gimkitters! 
This is where you’ll learn a lot about different Game Types and the secrets of it and lastly, tips for your game to prevent it from crashing out. [1] (If any types of game that refer to your game). ![]()
Introduction: Platformer Like Don’t Look Down (Don’t Look Up) Gameplay
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(Guys, please stop making the same game modes like “Don’t Look Down” or “Don’t look Up.” Quintillion people made these game modes. Players will classify your as BORING and will skip it cause i’m sure all of the Gimkit players played Don’t Look Down already). -__-
Players can jump 4 meters with a single jump and 6 meters with a double jump. But seriously, don’t double just just under 2-3 meters or else it will slow you down.
Instead of walling off your map with obstructive blocks, use invisible barriers or Lasers to define the edges of your map, particularly in high-altitude sections to prevent cheating/breaking the map.
Slope Jumps: “Ahh, yes, one of the hardest jumps..” but you can regain your double jump mid-air by landing on a steep slope, jumping immediately upon contact, and repeating. The key sequence for a right-facing slope is, SEE CLOSELY.. *Up | Right | Hold Left | Up*. Inverting this works. [2]
Don’t just place props on the default layer. Use the layers menu to layer terrain and props to prevent the map from looking flat!
Shrink large metal poles to create wires or thin supports, and use colored barriers to create custom art.
Instead of a simple respawn pad, place hidden, invisible Zones right past or below platformers. When a player falls so your game doesn’t become a sweat…
Use an Invisible Button behind a decorative bookshelf or prop that, when triggered, teleports the player to a secret bonus area.
WARING! ABOUT PROPS! If your map has too many props, it could lead to lag so place the amount of props all around your map wisely! Ignore it and your game could be removed by the community.
Without using shortcuts, a player needs at least 40,000 energy to reach to the top. However, if you design shortcuts that require risky moves, you can reduce the required energy to 30,000.
Introduction: Top-down Gameplay
Do not make just for ONE LAYER.. use dirt or concrete on layer 1, then place a slightly different color or type (like darker marble) on layer 2 or 3 to create a shadow effect. [3]
You can overlap barriers with 0.5 - 0.8 opacity, or place water tiles on different layers, to create animated or darker, deeper water areas.
If a questioner is handing out too many item or the wrong item, use a counter device to detect when a player receives an item, and wire it to Disable the item spawner after one use.
The Vesper Secret (If you can understand): In some community-made top-down, puzzle-based or adventure maps, using the word, “LwMXzNxy” in a specific input zones or using the Echo computer triggers hidden dialogue it gives secret items!!
Place a Sentry inside a prop and set the prop to NOT have collusion so it can trick players to think it’s just a chill prop.
/Game Types\
Don't Look Up [Platformer]
Don’t Look Up! One of the most [classic game modes that many people create!]
With so much inspiration of the original game, “Don’t Look Down,” hundreds of THOUSANDS were created. (I’m not joking). And of course many other Don’t Look Down game modes look different from the original one. But still be aware of SLOPE JUMPS! These are one of the popular game modes cause people like the original Don’t Look Down, influenced by their funess of other game modes similar to Don’t Look Down.
Tips For Your Don’t Look Up Game
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Layer your terrain & decorations. Don’t just use a flat plane for the ground.
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Use checkpoints!! Cause you know that most players are gonna rage quit all the way to the bottom if no checkpoints.
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Don’t make the same jumps 50 times in a row. Boredom k!lls play count. Vary the obstacles.
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Don’t put “Created by…” in the game title or use signs for every instructions. Keep it clean and let the gameplay tell the player what to do.
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Don’t just call it “Don’t Look Down 2”. Give it a unique relative “Don’t Look Down” Name.
Want to learn more about slope JUMPS? And how to do them?
Fighting Games [Both]
Fighting games.. one of the most chaotic games that can make your fingers sweat!

Of course, fighting games are related to Knockback, Snowy Survival, and Snowbrawl. Fighting games often require unique moves in order not to rage bait in front of the sentries or your friends! But I gotta say, many people do not prefer fighting games cause probably the lack of difficulty in fighting, and tired fingers.\
Tips For Your Fighting Game
[4]
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Don’t Make it “Look Look” or “Pls Play”
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Don’t use Overpowered or OP gadgets instantly: It makes it boring. Make the gadget’s rank basic.
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Don’t spam props everywhere!
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DON’T Make it Too Repetitive: If the fight is just sh00ting one stationary, high-health sentry, players will leave. Mix in different enemy types, add obstacles that move, (optional) or have stages to the fight.
Playground Games [Both]
Did you know these games like “TRUST NO ONE” are inspired by Among Us? Yea, the original game, “Trust No One” the private/public investigations are only 75% accurate. Smart players know that inconclusive results often mean the target is an imposter trying to blend in. All of that started around probably between 2023-2024, playground games were growing rapidly.
Rising Lava/Water Games [Platformer]
The original “The floor is LAVA” concept stems from mid-20th century living room games, its official Gimkit history began around Oct 2020 with the release of the game “The Floor Is LAVA.”
Following the launch of Gimkit Creative on May 11, 2023, creators began build their own versions of survival games like **The Floor Is Lava."
The rise of The Floor is Lava games were growing rapidly in the late 2023 and 2025 with great gameplay.
Tips in your RISING LAVA/WATER game:
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Instead of just having a static k!ll floor, use Triggers connected barriers devices to make the lava/water rise in stages.
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Instead of only using physical hazards, place a Zone device covering the entire floor level. Set it to send a signal to a Respawn device. when a player enters it.
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Speed Changes (Optional) Set the speed for player slow cause when a player is trapped in the lava/water, their speed changes. (Just to make a good lava/water effect).
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DO NOT spam props in each level! This creates lag!!
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Please don’t make the barriers too thick cause players are gonna face like they’re doing “head hitters.” And basically, it’s going to force them to fall easily.
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Don’t use too many wires cause it is possible for server lag. [5]
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Please don’t just create one level, don’t be lazy! And make at least 3 levels so players can have more time enjoying your game.
6 7 Steal a Brainrot Games [Both]
[6]
The Steal a Brainrot Games were inspired by the most popular game we all know in Roblox.
Some user-created maps contain secret, hard to find areas, tunnels, or buttons that lead to hidden collectibles or provide unique advantages. Finding these often requires careful exploration or knowledge or specific glitches.
The chaotic appearance, experienced players can employ specific strategies like precise timing for stealing, predicting, opponent paths, and using sound cues to gain an edge.
Tips For Your Steal A Brainrot Game
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Create a shop where players can spend their earned money and but upgrades, new gadgets, etc.
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Incorporate different brainrot items with varying income rates or rarity levels to encourage collecting and trading.
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Ensure the map looks just like the original game so players don’t get confused. Also, Ensure your map is a consistent theme, (Space Office) and visually appealing by changing terrain and adding props.
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Or maybe you can make a game called “Find The Brainrots” where it has all sources of obstacles, and challenges along the way! Including a maze.
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Definitely make rarities for each brainrot. The most rare it is, the more money you’re gonna get.
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Please don’t make the game too difficult. Add instructions so players know what to do and tell them what is in the map and how it works. Instructions are very important cause once players don’t know what to do, they eventually leave the game showing little no effort.
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Be mindful of admin abuse features. If you include secret powerful items or “admin” areas, make sure they are accessible to everyone through a fair, albeit challenging, in-game method.
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Make sure it’s a generic gameplay. Avoid making it just basic “capture the flag” without the Brainrot elements.
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Don’t implement items that are not useful or provide little value for their cost; all pictures should feel meaningful.
Tycoon Games [Top-down]
In the 2023s a lot of people were making Top-Down 2D modes of tycoon games. Many Gimkit builder were actually using this tool.
These players generate money automatically, and players only need to purchase upgrades, includes droppers, walls, decoration, etc.
These tycoon games are similar to Roblox, these games allow two players to manage a single business.
Tips For your Tycoon Game
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Don’t just increase a number. Make sure that when a player buys an upgrade, a prop like a conveyor belt, machine, or wall that actually appears.
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How To Make Your Game A Little Better: Instead of just clicking buttons, have a Money Per Second system.
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Instead of a generic tycoon, create a specific experience like Fishtopia-style kinda. Relaxing shop, a hotel, or “Mineral Mine.” Make the theme consistent. Not just a boring generic experience.
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Add secret hidden easter eggs so when a player finds it they’ll get 5% amount of money.
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Don’t make the map too long for players to buy upgrades or (if there’s a shop) back and forth. Players will be tired of walking. Unless you want to add a teleporting system, then that’s fine.
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Leaving the buttons to set it to “interact”? Not the best choice. They should be automatic, or not disabling buttons after a one-time purchase.
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If a player buy something, they need to see it. A blank, empty plot that just adds money to a leaderboard is BORING.
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Don’t use at least 500 wires for one machine. Keep logic simple to prevent the game from lagging.
Credits
RiFF NickZ (Yes I wrote that all, so don’t ask me). It took me 2 days to make this topic. Phew!
Feel free to vote, or not.
- Dude Just Showed His Full Potential!!

- Excellent Performance!

- Good
- Accurate
- Needs Improvement
- Preposterous!
- Not What I’m Looking For
<May your imaginations become more intact and happy building!>
Not bugs, I mean for many rage baiters who just quit. ↩︎
Ngl, it took me 1 month to get the hang of SLOPE JUMPS. ↩︎
If you thinking of 3D in this method, no you’re wrong. It looks like it tho. ↩︎
This section is just to avoid stuff you don’t want to put in your map. ↩︎
Ikr, I hate lagness. ↩︎
I know most people don’t make Brainrot games. I see a lot of people in the discovery tab creating brainrots heck nah. ↩︎


