COIN JUMP
Run. Jump. Grab the coin.
Side-scrolling platformer: arrows run, space jumps. Coins on floating brick platforms, spike pits between. Three short levels. Score = coins; per-level finish time saved in Fireproof, best times leaderboard below.
Six side-scrollers from the brick-and-coin era. Auto-runner to precision dasher, every one a tiny world.
Run. Jump. Grab the coin.
Side-scrolling platformer: arrows run, space jumps. Coins on floating brick platforms, spike pits between. Three short levels. Score = coins; per-level finish time saved in Fireproof, best times leaderboard below.
Drop down. Don't touch the spikes.
Vertical platformer: descend a cave by dropping between ledges. Arrows move, space jumps up. Gems to collect, bats and spikes to avoid. Depth counter; runs save depth + gems to Fireproof.
One button. Don't fall.
Auto-runner: character runs right; tap or space jumps over gaps and spike traps. Distance rises continuously. Single death ends the run. Daily best and lifetime best in Fireproof.
Steer the slip.
Platformer with slippery ice physics: arrows steer, space jumps; player keeps sliding after release. Collect snowflakes, reach the flag. Three levels of increasing slick; per-level times saved in Fireproof.
Up the tower. Mind the barrels.
Climb-style platformer: ascend a girder tower by ladders while barrels roll down at varying speeds. Arrows move, space jumps. Reach the top to clear; lives, level counter, Fireproof score log.
Jump. Dash. Don't die.
Precision platformer with mid-air dash: arrows move, space jumps, shift dashes once per air-time. Tight spike traps, floating platforms. Three rooms; per-room best time + ghost-time replay of your best in Fireproof.
End of world. Six platformers, one shelf. Steal the physics, change the avatar, swap the level — remix one into a game your kid actually beats.