JUMP BLOCKS
NES palette. Three short levels.
Side-scrolling platformer with a chunky square hero. Brick platforms, coin pickups, spike pits, three short levels in NES palette.
Six side-scrollers from the brick-and-coin era. Auto-runner to precision dasher, every one a tiny world.
NES palette. Three short levels.
Side-scrolling platformer with a chunky square hero. Brick platforms, coin pickups, spike pits, three short levels in NES palette.
Bats. Gems. Double-jump unlock.
Cave platformer with swooping bats and sparkling gems. Double-jump unlocks after the first gem. Parallax cave backdrop, dripping stalactites.
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Clouds dissolve a second after you land.
Cloud-hopping race: clouds dissolve one second after you land. Reach the rainbow goal up top. Procedurally arranged clouds each run.
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Fireballs. Slime stomps. Chiptune.
Moving stone platforms, arcing fireballs, one slime per level you defeat by jumping on it. Five short levels, eight-bit chiptune.
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Bouncy caps. Ten golden acorns.
Bouncy mushroom caps launch the hero very high. Collect ten golden acorns across stacked platforms. Pixel-art trees foreground and back.
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Slippery ice. Falling icicles.
Slippery ice, conveyor-belt snowdrifts that push you, icicles falling when you pass underneath. Earmuff hero, cool blue-and-white palette.
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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.