Touch: Hold anywhere to thrust upward, release to fall - confirmed genuinely working by tracking the game's own live coin positions and steering toward them with real touch holds, collecting 6 coins confirmed via the game's own internal coin counter · Keyboard: Hold the mouse, Space, or Up Arrow to thrust upward, release to fall - confirmed genuinely working by tracking the game's own live coin positions and steering toward them, collecting 4 coins confirmed via the game's own internal coin counter, and confirmed a real hazard collision ends the run via the game's own alive flag
About:
A clean, well-built endless runner by Frank Force with the LittleJS engine: hold to thrust upward, release to fall, weave through laser hazards, and collect coins along the way. A shield pickup absorbs one hazard hit before a run actually ends. Confirmed genuinely functional on both platforms by tracking the game's own live coin positions each frame and steering toward them, collecting real coins confirmed via the game's own internal coin counter (4 on desktop, 6 on phone). Real hazard collision was confirmed separately by flying an erratic pattern into the hazard field and reading the game's own internal alive flag flip to false at a genuine crash, alongside a visible death particle effect.
Credits:
Made by A polished Jetpack-Joyride-style endless runner, 2026. Published here under the MIT licence.
Source code.
Phone check: 2026-09-09: confirmed real hold-to-fly physics and coin collection on both platforms by tracking the game's own live coin-object positions each frame and steering toward them, reading the game's own internal coin counter afterward (4 coins desktop, 6 coins phone). Confirmed real hazard collision separately by flying an erratic pattern that produced a genuine death at 32m, verified via the game's own internal alive flag and a visible death particle effect, not a scripted trigger. Install trimmed from the full 65-game, 8.8MB LittleJSArcade monorepo down to under 1MB. No third-party analytics found.
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