Touch: Tap anywhere to jump, timed against the incoming obstacles - confirmed genuinely working by tracking the game's own live spike positions and timing real touch taps that cleared multiple obstacles, with the game's own progress percentage climbing past 44% before a crash · Keyboard: Click, Space, or Up Arrow to jump, timed against the incoming obstacles - confirmed genuinely working by tracking the game's own live spike positions and timing real jumps that cleared multiple obstacles, with progress climbing past 31% and resetting correctly on a real crash
About:
A well-built one-button rhythm platformer by Frank Force with the LittleJS engine: an auto-scrolling square must jump spikes and clear platform obstacles in time, across Classic, Remix, and Daily modes with real level progression (Level 1 unlocked, later levels gated behind clearing the one before). Confirmed genuinely functional on both platforms by tracking the game's own live spike-position and player-position data to time jumps precisely, watching the game's own progress percentage climb past 40% of a level through multiple genuinely cleared obstacles on both desktop and phone, and confirmed real collision by watching that progress reset after a crash.
Credits:
Made by A well-built Geometry-Dash-style rhythm platformer, 2026. Published here under the MIT licence.
Source code.
Phone check: 2026-09-09: confirmed real jump timing and obstacle collision on both platforms by reading the game's own live spike array and player position each frame to time jumps precisely, rather than assuming the tap-to-jump control worked from a screenshot. The game's own progress percentage was read directly and confirmed climbing past 31% (desktop) and 44% (phone) through genuinely cleared obstacles, and resetting correctly after a real crash. Confirmed the level-select screen genuinely gates locked levels behind clearing the previous one. Install trimmed from the full 65-game, 8.8MB LittleJSArcade monorepo down to under 1MB. No third-party analytics found.
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