The Control Shuffle

Level 1 always uses normal controls: left/A moves left, right/D moves right, up/W jumps. From level 2 onward, every time you complete a level, the game reassigns which physical key does which of those three actions. The key that used to jump might now move you left. There's no warning beyond the in-game hint that appears right after the shuffle happens — you're expected to read it and adjust mid-climb.

The controls-panel hint at the bottom of the game screen always shows the current mapping, so if you forget, glance down. On touch devices, the on-screen buttons sit in the same physical positions as the arrow keys (unlabeled, on purpose) and shuffle the same way.

Movement Techniques

Coyote Time

You can still jump for a brief window after walking off a platform edge, even though you're technically already falling. This is what makes edge jumps feel fair instead of pixel-precise.

Jump Buffer

If you press jump slightly before landing, the game remembers the input and executes the jump the instant you touch down, instead of requiring frame-perfect timing.

Double Jump

An unlockable ability that lets you jump a second time while airborne. Stacks with the shuffle chaos nicely since it gives you a recovery option when you press the wrong key.

Dash

A short burst of horizontal speed in the direction you're facing, with brief invulnerability during the dash and a 1-second cooldown. Bound to Shift or E — notably, the dash key is not affected by the control shuffle, so it's a reliable escape option regardless of what the arrows currently do.

Weapons & Combat

Weapons and abilities are unlocked through the level-up system — defeat enemies for XP, and each level-up offers a choice of upgrades. Your very first level-up always includes at least one weapon option, so you're never stuck without one.

Basic Gun

Low damage, fast fire rate, fires a physical projectile toward your cursor/aim direction. A reliable default.

Laser Gun

Higher damage, slower fire rate, hits instantly (hitscan) rather than firing a travel-time projectile — good against fast-moving enemies.

Projectile Gun

Heavier damage than the Basic Gun with a slower fire rate and a physical travel-time projectile.

Melee Weapon

Short range, but the highest per-hit damage of the four. Requires getting close, which is riskier while your movement keys are shuffled.

You can also defeat most enemies simply by jumping on their heads, classic-platformer style, without spending a weapon charge.

Themed Zones

The environment changes as you climb higher, purely cosmetic for now but a good landmark for how far you've gotten:

  • The Beginning — 0–1000m
  • Frozen Heights — 1000–2500m
  • Volcanic Zone — 2500–4000m
  • The Void — 4000–6000m
  • Sky Realm — 6000m+

Permanent Upgrades (Shop)

Coins collected during a run carry over between runs and can be spent in the Shop from the main menu on permanent upgrades:

  • +1 Max Health (up to 3 times) — start every run with an extra heart.
  • +10% Jump Power (up to 3 times) — reach higher platforms.
  • +10% Move Speed (up to 3 times) — easier to dodge and to correct a bad shuffle.
  • Coin Magnet (one-time) — automatically pulls in nearby coins for the rest of every future run.

These are separate from in-run weapon/ability level-ups, which always reset at the start of a new run.

Tips for Climbing Higher

  • Read the hint before you move. Right after a shuffle, the game tells you the new mapping — a half-second of reading beats a blind guess into a hazard.
  • Lean on Dash. Since it isn't affected by the shuffle, it's your one always-reliable input when you're disoriented.
  • Prioritize a weapon early if you're offered a choice — clearing enemies from a distance is much safer than approaching them while your movement keys are unfamiliar.
  • Bank coins into Move Speed first if you're not sure what to buy — extra speed helps you recover from a wrong keypress before it becomes a fall.
  • Don't panic-mash. Random inputs after a shuffle are how most falls happen. Confirm the mapping, then move.
Ready to Climb?

Head back to the game and put this into practice, or check the FAQ for anything not covered here.