Games that play in your browser — phone or desktop.

Games » Pagoda Jump

Pagoda Jump

By Leetdom · 2026

Play:

Touch: hold the left or right half of the screen to run that way; while one thumb is down, tap with the other thumb to jump and keep it held to jump again on every landing; a quick upward flick also jumps. A 'corners' scheme on the title screen runs from the bottom corners and jumps from a tap above them. Pause and sound buttons are at the top right · Keyboard: Left/Right arrows or A/D run, Space, Up or W jumps (hold it to keep bouncing); P or Esc pauses, M cycles sound, Enter starts or retries, and Left/Right pick a climber on the title screen

About:

An endless vertical climber in the spirit of the 2000s Flash classics, made in-house for Leetdom. Your little climber stands at the foot of a pagoda that goes up forever. Running builds speed, and the faster you are going when you jump, the higher you leap: a standing hop reaches the next floor, a flat-out sprint clears four or five. The side walls bounce you straight back at full speed, so the best climbs are long zig-zags from wall to wall.

Land two or more floors above where you took off and a combo starts; keep doing it before the combo timer drains and the floors you gain are squared into bonus points, with a shout to match. Once you reach floor 5 the tower starts rising, and it speeds up every thirty seconds, so standing still is not an option. Every hundred floors the pagoda changes style, from bamboo halls and stone terraces to lacquer galleries, cloud gardens, frosted eaves and a starlit spire. Your best floor is marked on the wall as you pass it.

Six climbers to unlock, from Mochi the snow monkey to Hoshi the night fox, for reaching floors 50, 100 and 200 and for 20- and 40-floor combos. Holding jump re-jumps on every landing, so a long combo is about steering, not frantic tapping. Best floor, score and combo are kept on your device. Every shape, animal, particle, sound and the koto-style music is drawn or synthesised in code; there are no external assets or network requests.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-03 independent QA (pi-fleet 10-qa-pagodash): PASS-WITH-FIXES. Real CDP touch on a 390x844 phone ran the climber (vx 422 after 350 ms), a second thumb jumped and held re-jumps climbed, the rising tower ended the run and one tap restarted; tab-hidden paused play (sim frozen) and suspended audio; landscape letterboxes and touch still drives it. Desktop 1280x800 mouse Climb, arrows/Space, P/Esc pause, Space retry; corners scheme works; blocked localStorage plays. Inside leetdom.com/games/pagodash the Full screen button refits 458x814 -> 1280x800 and keyboard input still drives it. Zero console/page errors, no non-local requests. Headless balance (core.js, 9 seeds): perfect steering median floor 767, hold-one-side-and-jump median 91 (high variance), standing still is safe until floor 5. Offline 30 s WebAudio render: music 12.1-21.3 dB RMS under effects across sparse, busy and stacked runs (was 9.6 dB on a sparse run before QA lowered it), peak -5.1 dBFS with everything stacked, high band 31+ dB under the signal, true silence between effects, wall knock and jump step through pitches instead of droning.

Rate this game:

One vote per game each month.

Play next:

Hare to the Moon A little hare bounces up a sky of floating stepping stones toward the moon. Steer with one thumb, dodge the moths and the hollows, and beat your best height.
Bloom Fill Hold to grow luminous moonbells in a glass garden, release to set them, and keep each fragile bloom clear of the wandering sparks. Fill the garden, gather Hush, and see how many ever-bolder nights you can wake.
Cave Drop Thread a tiny spelunker down an endless cavern of moving ledges. Read the gaps, commit to short falls, and stay ahead of the crush ceiling grinding down behind you.
Cave Moth Hold to rise, let go to fall. Carry a glowing moth as deep into the caves as it can go.