Hold to charge, let go to leap. A visible power meter shows exactly which press lengths land on the next block, and hitting dead centre stacks a combo multiplier up to x6.
Core rules: your character stands on a floating block and you have exactly one input — hold to charge, release to leap. The landing is decided the instant you let go: hold length sets distance, landing on the next block continues the run, missing it ends it. There are no lives and no levels; blocks cleared and points scored are the whole score.
The five landing grades: the game measures how far your landing sits from the block's centre. Perfect (dead centre) extends the combo and scores 2. Good (inside half a block) scores 1 and resets the combo. Edge (you clipped the rim) shakes the block, still scores 1 and resets the combo. A near miss just past the rim triggers a Rescue, which spends one rescue charge and scores 0. Anything further is a fall and ends the run.
How the combo multiplier works: consecutive Perfect landings drive the multiplier — 1 gives x1, 2–3 gives x2, 4–5 gives x4, and 6 or more caps at x6. The multiplier only ever multiplies a Perfect, and Edge and Rescue both break the chain, so the high-score route is chaining centre hits rather than merely surviving.
The three difficulty tiers: Easy uses 104→84 wide blocks, 110–180 gaps, a 20% Perfect tolerance and 3 rescues. Standard uses 88→64 wide blocks, 100–230 gaps, 15% tolerance and 2 rescues. Expert uses 68→48 wide blocks, 120–280 gaps, 10% tolerance and no rescues at all. Tiers only move blocks and tolerances — the hold-to-distance curve is identical everywhere, so the timing you build always transfers.
Does it get harder forever? No. Blocks narrow monotonically from the widest to the narrowest over the first 30 jumps and the random gap range opens to its maximum over the same stretch, then both hold steady. As compensation, every narrow block (64 units or less) pays 1 extra point, so late blocks are harder but worth more.
Player count: this is a single-player game and a round lasts 20–90 seconds. To play it socially, pass the phone around: everyone takes one round and you compare blocks cleared, or race to be first to hit a x6 multiplier. There is no built-in turn system — a house rule is all it takes.
Common beginner mistakes: the first is tapping instead of holding — a press under 120 ms does not jump at all and simply reminds you to hold. The second is always going for distance: coming up short usually just costs you points, while overshooting throws you clean off the block, so play it short when unsure. The third is watching the character instead of the next block — the highlighted meter band moves every single jump.
Last updated: 2026-09-03 · Saved on this device only