Tiny Jumper

Tiny Jumper wraps a one-button runner around a small round planet: spikes grow out of the surface ahead, and you tap to hop or tap twice for a double jump. Every completed lap speeds the runner up.

One-Button Jump GamesDifficulty: MediumOne button · Keyboard / Mouse / Touch

Play Tiny Jumper

Score0 Best0

Tiny Jumper

Tiny Jumper wraps a one-button runner around a small round planet: spikes grow out of the surface ahead, and you tap to hop or tap twice for a double jump. Every completed lap speeds the runner up.

Press Space or Enter to start

Keyboard: Space / ↑ / W to jump · P pause · R restart

Controls

ActionKeyboardTouch / mouse
JumpSpace, ↑ or WTap the game or the JUMP button (mouse click works too)
Start / play againSpace or EnterStart Game button
Pause / resumeP or EscPause button above the game
RestartR (after a run or while paused)Restart button above the game

The game pauses automatically if you switch tabs. Sound effects are generated in your browser and can be muted with the speaker button.

How to Play

The runner circles the planet automatically. You only decide when to leave the ground.

  1. Press Space, Enter or the Start Game button.
  2. Press Space, ArrowUp or W, the jump button, or tap the game area to hop.
  3. Press again while in the air for a double jump. The two dots below the count in the middle of the planet show how many jumps you have left.
  4. Watch the surface ahead: spikes grow out of it before you reach them, sometimes in close pairs.
  5. Keep going as the LAP message announces each speed-up.

Game Objective

Clear as many spikes as you can. Each spike you pass is worth one point, including each spike of a pair, and the running total is shown in the center of the planet.

Touching a spike ends the run.

Tips

  1. A single hop clears most single spikes. Save the double jump for pairs, where two spikes close together need you to stay airborne longer.
  2. The double jump sets a fresh upward speed rather than adding to your current one, so it gives the most extra hang time when pressed near the top of the first hop, not right after it.
  3. Speed rises by the same step after every lap until the 12th lap, when it caps at about two and a half times the starting speed. A lap takes about 5.7 seconds at first and roughly 2.3 seconds at the cap.
  4. The minimum spacing between spike groups scales with your speed, so there is always roughly 0.7 seconds between groups even at top speed. The rhythm stays readable; the reaction window is what shrinks.
  5. Only the lower 80 percent of each spike's height can hit you, and even the tallest spikes stay well below the height of a single hop, so you never need a double jump just for a tall spike.

Difficulty

Difficulty: Difficulty: Medium

Tiny Jumper is rated Medium. It is a single-button game with forgiving hitboxes, but the pace keeps rising: each completed lap adds the same amount of speed until the 12th lap, when the runner moves about two and a half times faster than at the start. Over the first 90 spikes cleared, spikes also grow wider and taller, and close pairs that call for a double jump go from about one group in ten to about three in ten.

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Tiny Jumper FAQ

How is the score counted in Tiny Jumper?

You get one point for every spike you pass. A pair of spikes counts as two.

How many jumps do I get?

Two: a jump from the ground and one double jump in the air. Both come back when you land.

Does the game get faster?

Yes. Every completed lap increases the running speed, up to a cap reached on the 12th lap.

Can I play Tiny Jumper on a phone?

Yes. Tap the game area or the jump button under it, and tap twice for a double jump.

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