time vertical jumps over sliding blocks and preserve a centered tower
Stack Jump combines a vertically jumping character with blocks that slide horizontally into a growing tower. The player must leave the current top before a block reaches the body, then land on the new surface after it locks. Overhang is trimmed, so poor alignment produces a narrower future landing area.
Press action or Space to jump; Left and Right make a small air correction but cannot cancel momentum instantly. A jump has a fixed gravity arc and only one airborne phase. Sliding blocks arrive from alternating sides. Reset restores a wide opening platform and zero height while keeping the best tower record.
Every survived block raises the tower and score. Centered overlap earns a perfect bonus, while a narrow overlap remains playable but makes the next landing harder. Contact with a moving block or falling outside the current top costs one life and rebuilds a forgiving base. Play resumes immediately without a countdown.
Jump shortly before the block crosses the character, not when it first enters the screen. Watch its speed and the current platform width together. Use only a small horizontal correction near the arc peak, because late movement can turn a safe landing into a fall. Protect width before chasing consecutive perfect centers.
The main jump target is wide and the side controls stay clear of the tower. Debug timing includes safe jumps and occasional narrow landings so height changes remain visible. State export reports character position and velocity, moving block bounds, tower layers, overlap width, score, streak, and lives.
Jump shortly before the block crosses the character, not when it first enters the screen.
The main jump target is wide and the side controls stay clear of the tower.
Stack Jump: Every survived block raises the tower and score
time vertical jumps over sliding blocks and preserve a centered tower