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Games » Tunnel Dash

Tunnel Dash

By Leetdom · 2026

Play:

Touch: tap the left or right third of the screen to slide around the tube; tap the middle or swipe up to vault; tap to restart · Keyboard: Arrow Left/Right or A/D to slide; Arrow Up, W or Space to vault; P or Esc to pause; M to mute; Enter to start or restart. Mouse: click the sides to slide, the middle to vault.

About:

An endless tunnel-runner in the spirit of the 2000s Flash classics, made in-house for Leetdom. You run along the inside surfaces of a six-sided prism that stretches off into the sky and slowly rotates so that whichever wall you are on is always beneath your feet. The floor keeps breaking: slide one face left or right to put solid ground under you, and vault the single-row gaps where the whole lane drops away. Long sight-lines let you read the track ahead and plan your line; the obstacle grammar is deterministic, so every break is fair and every run is beatable.

The tube is built fresh every run from a seeded grammar of slides and vaults, with decoy holes filling the faces you are not meant to be on. The further you go the faster you move and the tighter the gaps come, through a run of colour sectors every 350 rows, each with its own neon palette and a chord that shifts as you cross into it. Glowing prisms sit on the track for extra score if you are willing to line them up. Your score is the furthest row you reach, and your best is kept between runs.

Every generated tube was proven solvable under the exact fixed-step physics by an automated oracle that plays the real engine, so no run can hand you an impossible break. Everything in it — the geometry, the art and the sound — is generated and synthesised in code, with no image or audio files at all.

Credits:

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

Phone check: 2026-10-03: sim-test 0/400 oracle failures + 0/400 invariant problems; real-browser desktop/portrait/landscape/blocked-localStorage all passed full first-minute loop, pause/visibility/resize, death + one-action retry, with zero console errors and zero external requests; offline audio measured (peak -6.6 dBFS, music 11.1 dB RMS under SFX, HF >6kHz 15-62 dB down, 75% silence between SFX).

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