Quick answer: Constrain each next platform to lie within the player's measured jump reach (horizontal range and rise/fall limits) from a current platform, so every gap is clearable.
A platformer level with a gap no jump can clear is a generation softlock. Bounding platform placement to the actual jump arc guarantees traversability.
How to fix it
1. Measure the real jump reach
Compute the player's maximum horizontal jump distance and maximum rise from the jump velocity and gravity, with a safety margin. These define the reachable region from any platform.
2. Place the next platform within reach
Generate each subsequent platform's position only within the reachable region of an existing one, so there is always at least one jump that crosses the gap.
3. Validate the path end to end
After generation, simulate or graph-search the reachability from start platform to exit using the jump rules. If the exit is not reachable, adjust or regenerate rather than shipping an impossible level.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.