One control, and where you are decides what it does. Going up the shaft, tap the side you are clinging to and you kick off that wall toward the next ledge — left half of the screen for the left wall, right half for the right. Tap the wrong side and nothing happens, because that move is not on offer. You are always sliding down while you think about it, so every ledge starts the clock again.
At the top the run turns horizontal and the camera swings round behind you. The same tap is now a leap, a vault, a slide or a release, whichever the thing in front of you calls for — a gap to clear, a crate to go over, a duct to go under, a grab rail to catch and hang from, a crane arm to swing on and let go of at the right moment. Miss, and you drop off the world. On a keyboard the arrow keys or A and D stand in for the two halves of the screen, and Space is a plain tap.
The levels are hand-built and played as a chain — clear one and the next one starts — running through three worlds: a city at night, the same city by day, and a volcanic canyon over open lava. Idea by Raca Roo · built by GameMyself. We really liked this idea and it became our biggest build yet. Got a game in your head? Tell us about it.