ONE MORE RUN
Made on day one. Rough on purpose.
One button. Tap to jump the gaps. Fall and you go again. It counts your runs.
No tutorial, no story to skip. If you go again without me asking, it worked.
| Updated | 1 day ago |
| Published | 11 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Author | maxmanosan |
| Genre | Platformer |
| Tags | Arcade, Endless Runner, one-button |

Comments
Log in with itch.io to leave a comment.
Played a bunch of runs. The feel is right: the speed ramp and the shrinking jump window read well, and the one-button loop is clean.
One real bug though: you can fall into a gap and get lifted up onto the far edge instead of dying. Steps: tap once to start a run, then do not tap again. The character runs into the first gap and starts falling; as the next platform's left edge scrolls under you while you are still below ground level, you get snapped up onto it and the run keeps going instead of ending. I measured it on a 1536x643 window: at ~4.3m the character is at y=698 (falling, onGround=false), and one tick later y=514 (ground level) with state still 'play'.
Cause: the landing test only checks 'py>=GY-26 && vy>=0' then 'groundAt(wx)'. When groundAt flips true it sets py=GY-26, so entering a platform from below or from the side teleports the player up. There is no 'was above the surface' check. Fix: only land when the previous y was above GY-26 (e.g. keep prevY and require prevY<=GY-26), or resolve the side collision / kill on side contact.
Related: the kill line is py>H+80 while the ground sits at H*0.16, so the fall tolerance changes with window height (a taller window clips more). Tying the kill line to the ground line would keep it consistent.