Jumper Pro
· v1.0.0
About
Two buttons. One jumps left, one jumps right. Some platforms give you exactly one second before they fall away.
Climb 700 of them across six levels, and beat a boss at the top of each.
That is the whole game. On a one-inch round screen it is harder than it sounds.
Most watch games are a phone idea shrunk until it fits. JUMPER was drawn for the watch first. The art is baked separately for eight round screen sizes, 218 to 454 pixels, and the physics are fractions of the screen, so the jump that clears a gap on a small Forerunner clears it on a fenix 8.
THE LOOP
Three hearts a run. Every platform you land on for the first time is a point. Two quick presses the same way within 250 ms of takeoff give you the big jump, the one that clears gaps a normal jump cannot. A press the other way mid-air steers you. There is no double jump.
Miss and you drop off the bottom. That costs a heart. You come back on the last safe platform with a second of invulnerability, every crumbled platform restored. At zero hearts the run ends: score, best, coins, RETRY or MENU.
Gaps, movers and crumblers are the difficulty curve. Level 1: 50 platforms, 2 movers, nothing that crumbles. Level 6: 200 platforms, 58 movers, 58 crumblers that hold you a full 1000 ms and then are gone.
Every gap is machine-verified landable. The generator refuses a layout it cannot prove you can clear, against the same physics the game runs.
A BOSS AT THE TOP
The last platform is the boss gate, and your hearts refill to 3 as it opens. It is a reading test more than a reflex test: one bolt in the air at a time, at one of three heights. Each height has exactly one answer that gets you hit - the floor, the small jump, or the big one - so you read the height and be anywhere else. Only grounded presses count.
The vocabulary grows. Boss 1 works a single height, boss 2 adds a second, and from level 3 all three are in play and the height never repeats twice running.
Ten shots on level 1, up to 35 on level 6. A hit costs a heart and burns that shot too, so even a bad fight ends. Win and take 10 coins per level number, up to 60. Lose and the run ends like any other death, nothing unlocked. You learn a boss by dying to it.
LEVELS, HEROES, ENDLESS
- NIGHT PEAKS, SUN CANYON, EMBER TEMPLE, DEEP HOLLOW, FROST RIDGE, NIGHT SPIRE, each with its own painted art and boss. Levels open in order.
- Coins sit on the climb, and a boss win drops a lump on top - 10 per level number, up to 60 - banked whether you won the run or died on it. Spend them on six heroes: NINJA, EXPLORER, BRAWLER, ARCHER, FROST, WRAITH. NINJA is free, the other five cost 150 to 1000 coins. A hero is a look, not a stat line.
- Beat the sixth boss and ENDLESS takes over the level 6 tile: the NIGHT SPIRE layout seam to seam, no finish line, no boss, running until your hearts do. Its own best score.
CONTROLS
Buttons: START/ENTER jumps right, DOWN jumps left, BACK pauses; in a boss fight START/ENTER is the big jump and DOWN the small one.
Touch: tap the left or right half to jump that way - also how the ten supported watches without UP/DOWN buttons play; in a boss fight the split flips, top half big, bottom half small. Swipe to pause.
SCORES
One global board, off until you turn SCORE SYNC on in SETTINGS. Then three things leave the watch: your name, your best overall score, a schema number. No device id, no location, no timestamps. The board is the top 5 plus your own row, needs your paired phone, and falls back to the last board it saw.
Support: bikintulis.de
What's new
First release - v1.0.0