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
โฒ โผ โ CHANGE LANE
START โ PAUSE
SWIPES STILL WORK ON THE SCREEN
> An 8-bit endless runner rendered on a fixed 320ร180 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