Trapdash
The level looks fair until it decides to kill you.
this game wants your phone sideways. go on, turn it.
plays fine with your thumb
The level looks fair until it decides to kill you.
this game wants your phone sideways. go on, turn it.
plays fine with your thumb
A precision platformer with an 8-way dash, wall jump and slide, across 20 levels that are rigged against you. Every trap announces itself before it kills, and respawn takes half a second: dying is an attempt, not a punishment.
You cross 20 levels, and each one ends when you touch the green door. The scenery is flat geometry on a dark background: light is floor, red kills, purple only gives way to the dash. Up top sit the level name, the timer with your record, and a skull counting deaths.
On the keyboard, arrows or A and D run, SPACE or Z jumps, SHIFT or X dashes, down arrow slides, R restarts and ESC pauses. On phones the stick is born wherever your thumb lands, on the left; JUMP and DASH sit on the right, and the stick aims the dash.
The dash is a single charge. It comes back when you land, when you touch a wall in mid-air and on the wall jump itself; purple walls do not recharge it. Spikes, saws, lasers and crushers kill on contact, and getting squashed by a moving block kills too. Dying rearms the whole level.
Levels open in order: clearing one unlocks the next, and your best time, lowest death count and progress are saved in the browser. Time earns a medal against the level par: gold up to par, silver up to 1.4 times par, bronze up to double.
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that’s how Safari’s bar gets out of the game’s way
real fullscreen, no bar at all: in Safari, Share (or ⋯) → Add to Home Screen