What kind of path finding? Optimal or non-optimal? Do you need true path finding or just hazard avoidance?

Path finding with forces is hard because you have to account for velocity, increasing two or three dimension spaces to four or six. If you have a platformer where you can jump with no mid air control, then you can still use A* by treating jumps as graph edges and starting/landing places as nodes. Grid based solutions don't work because there is more than one way to get to a physical location and thus different places you could land by passing through a space at different speeds. This is why the search space has a higher dimension and the extra dimensional search space is what makes it more complex.

Rapidly exploring random trees can be used for path finding in higher dimensions. There is a good example on the web page documenting them. They give non-optimal and are non-deterministic, but are simple.

There is also the Mario AI contest. Some of the algorithms are based on A*. Much of the code is in Java as well as the "Infinite Mario" game it works with. There is a "famous" website and YouTube videos for one competitor in a previous year that illustrates how it works. I don't have the link but it is searchable.