The forgiveness you never see
Coyote time, jump buffering, a 4px corner nudge, wall jumps from 3px away and a hitbox smaller than the sprite. None of it is visible; all of it is why a near-miss lands and a real miss still feels like yours.
[ ARC ] // Cabinet 10
A dead signal spire in the colorless Outlands. Twelve rooms up, one dash, one checkpoint per room — every death is instant respawn, and every cleared room floods its color back into the world.
Room
1/12
Deaths
0
Shards
0/12
Best room
0
Move
Swipe = dash
Stick to move · swipe or DASH in a held directionArrows/WASD move · Z/Space jump, hold for height · X/Shift dash · R retry room · Esc pause
Lifetime falls: 0[ 10a ] // Design
Coyote time, jump buffering, a 4px corner nudge, wall jumps from 3px away and a hitbox smaller than the sprite. None of it is visible; all of it is why a near-miss lands and a real miss still feels like yours.
A glitch burst, an instant respawn at the room's entry, and a counter worn like a badge. Precision platformers live on retries, so the retry is the fastest thing in the game.
A spike kills when you move into its facing, never when you brush past its back. That single rule is the difference between a hard game and a cheap one.
Scores are saved on this device. A shared leaderboard needs an account, and travellers are not wired to the arcade yet.