RUNNER.EXE
[X] EXIT
C:\GAMES\RUNNER.EXE

KEYBOARD

SPACE / W / โ†‘ โ€” JUMP (HOLD FOR HEIGHT)

S / โ†“ โ€” SLIDE

A / โ† โ€” HOP AWAY ยท D / โ†’ โ€” HOP NEAR

P โ€” PAUSE ยท M โ€” SOUND

TOUCH

A โ€” JUMP (HOLD FOR HEIGHT) ยท B โ€” SLIDE

โ–ฒ โ–ผ โ€” CHANGE LANE

START โ€” PAUSE

SWIPES STILL WORK ON THE SCREEN

about_this_build.txt

> An 8-bit endless runner rendered on a fixed 320ร—180 canvas, integer-scaled so every pixel stays square.

> The 3D look is fake. Three depth lanes stack back to front, each with its own scale and lit kerb, over a floor whose scroll ticks converge on a vanishing point. Six parallax planes, zero 3D maths.

> No sprite sheets: every character, hazard and prop is a grid of characters in a TypeScript file, baked into a texture atlas at load time. No audio files either โ€” the music and effects are synthesised from WebAudio oscillators.

> Obstacles come from a hand-authored pattern library, and a solver proves every chunk is clearable from all three lanes before it can ship. An unfair layout fails the build, not the player.

ENGINE

NONE

DEPS

0

ASSETS

0 FILES

RENDER

CANVAS 2D

BGM.EXE