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Pixel Jump

A one-thumb vertical platformer with tuned physics. Bounce upward through endless platforms — but mind the fragile ones.

By Daily AI Games Team Published Oct 11, 2026 Updated Oct 18, 2026 2,230 plays

2,230 plays · runs in a sandboxed frame

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How to Play

Desktop: left/right arrow keys or A/D to drift. Mobile: hold the left or right half of the screen. Falling off the bottom ends the run; tap to restart.

Game Preview

Pixel Jump gameplay screenshot
Pixel Jump in action — an AI-generated game you can play free in your browser.

About Pixel Jump

Pixel Jump is a vertical platformer in the doodle-jump tradition, and it is all about the feel of a single repeated action: bouncing. Your character rebounds automatically off every platform, and you control only the horizontal drift — arrow keys on desktop, or hold the left and right halves of the screen on mobile. Platforms scroll into view from above as you climb: static ones, moving ones that slide sideways, and fragile ones that shatter after a single bounce. Your score is your height, and the only way to lose is to fall off the bottom of the screen. Simple rules, endless climb.

What makes or breaks this genre is jump physics, and that is precisely why we built it. Gravity, jump impulse and terminal velocity were generated by Claude as named constants at the top of the file, and we tuned them against one ruthless bar: does jumping feel good? A full hop takes about two-thirds of a second, clears roughly one and a half platform heights, and lands with a tiny squash-and-stretch bounce — snappy, never floaty. Coyote time and jump buffering are in the code because the prompt demanded them, and they are why Pixel Jump feels forgiving in the moment while still punishing sloppy rhythm over a long run.

Sessions are short and hypnotic. A good run might last two or three minutes and climb a few hundred meters; most end with a missed platform and an immediate restart tap. The horizontal wrap-around rule — exit one side of the screen, appear on the other — adds a layer of route planning that veterans will exploit within a few runs, threading gaps the obvious path would never allow.

As an AI-generated game, Pixel Jump is our best example of AI-assisted game feel engineering. The physics constants, the squash-and-stretch feedback and the platform variety all came from a structured prompt; the final gravity number is the result of one human tuning pass, changing a single constant by about fifteen percent. That is the collaboration model we believe in: AI writes the game, humans tune the feel. The full prompt is in our library if you want to build your own variant.

How This Game Was Generated

Generated with Claude Opus 5.5 from our platformer-physics prompt, which pins jump timing, coyote time and buffered jumps up front. One human tuning pass adjusted gravity and jump strength by about 15% — the only manual code change in the whole game.

The Prompt Behind This Game

Show the prompt used to generate Pixel Jump
Create a single-file HTML5 vertical platformer (doodle-jump style) with physics that feel genuinely good. All code inline, no assets, no libraries.

Physics spec (tune around these):
- Internal resolution 960x540, letterboxed, 60fps with delta-time.
- Gravity, jump impulse and terminal velocity tuned so a full jump takes roughly 0.6-0.75 seconds and clears ~1.6 platform heights. Expose gravity and jump strength as named constants at the top of the script so they are easy to tweak.
- The player auto-bounces when landing on a platform; horizontal control via arrow keys AND touch (hold left/right half of the screen).
- Coyote time (jump allowed ~90ms after leaving a ledge) and buffered jumps (~120ms) are REQUIRED — implement them explicitly.
- Camera scrolls up as the player climbs; falling below the bottom of the screen = game over, with instant restart.
- Platforms: static, moving and fragile (break after one bounce) mixed; spawn density constant; score = height climbed.
- Player wrap-around horizontally when leaving one side (classic doodle rule).
- Game feel: squash-and-stretch on bounce, dust particles, platform fade-in from above.

After the code, print the physics constants block and explain in two sentences how to make the jump floatier vs snappier.

Fixed tuning numbers to start from: gravity 2400 px/s², jump impulse 800 px/s, terminal velocity 1000 px/s.
Open in the prompt library for tips and variations

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