Pixel Miner
Dig downward through underground layers, collecting ore while managing oxygen and avoiding cave-ins.
Climb as high as possible. The floor rises continuously — stopping is not an option.
Arcade Tower removes the platformer's most comfortable assumption: that you can stop and think. A hazard floor rises from the bottom of the screen at a constant, slowly accelerating rate. If it reaches you, the run ends. There is no safe platform, no rest and no way to wait for a better moment — the only direction that exists is up.
That pressure changes how every jump is evaluated. In a normal platformer you take the safe route because there is no cost to being slow. Here every second of hesitation is a metre of floor. The correct play is frequently the riskier jump, because the safe route that takes four seconds longer is not actually safe.
Platforms come in four types that you have to identify instantly: solid, moving, crumbling — which collapse 0.6 seconds after you land — and spring, which launches you further than a jump. At speed, mis-identifying a crumbling platform as solid is the most common cause of a run ending, because you plan a route from a platform that will not be there when you need it.
Climb as high as possible. The floor rises continuously — stopping is not an option.
| Input | Action |
|---|---|
| Left / Right arrows or A / D | Move |
| Space, Up arrow or W | Jump (hold for height) |
| P or Escape | Pause and resume |
| R | Restart |
| Touch left / right buttons | Move (mobile) |
| Touch Jump button | Jump (mobile) |
Every game on this site can be paused with P or Esc and restarted with R. Sound, retro screen effects and fullscreen are toggled from the buttons above the play area.
Rises at a rate that accelerates slowly with height. It is always visible at the bottom of the screen with a warning glow when it is within two platform heights of you. It never pauses.
Solid platforms are permanent. Moving platforms travel laterally on independent cycles. Crumbling platforms collapse 0.6 seconds after contact and are marked with a cracked texture. Spring platforms launch you roughly 1.8 times a normal jump height.
Platform density decreases and crumbling-platform frequency increases with height, so the tower becomes both sparser and less reliable as you climb. The generator guarantees a reachable route at every height, but not a comfortable one.
| Action | Value |
|---|---|
| Height gained | 40 points per platform height |
| Spring platform chained into another jump | 150 point bonus |
| Crumbling platform used without falling | 75 points |
| Height boost collected | 300 points |
Your best result is saved in this browser only. Nothing is uploaded, and there is no global leaderboard — see the storage policy for exactly what is kept.
No, and it accelerates slowly with height. Endless climbing is the entire premise.
A visibly cracked texture and a slightly different colour. They collapse 0.6 seconds after contact.
No. It generates indefinitely, becoming sparser and less reliable as you climb.
Reaching 100 platform heights is a solid intermediate result. Past 250 requires reading platform types instantly and taking aggressive routes.
Chosen by shared category, tags and difficulty — not padded with unrelated titles.
Dig downward through underground layers, collecting ore while managing oxygen and avoiding cave-ins.
An endless side-scrolling runner built around two inputs: jump and slide.

A physics-driven platformer where you roll and bounce a ball through ten stages of ramps and hazards.
A stage-based platformer with moving platforms, collectible gems and patrolling hazards.
The three curve shapes, what separates hard from unfair, and how difficulty is actually tuned.
Rate problems, difficulty plateaus, pacing a long run and recognising when a run is already lost.
Jump arcs, variable height, coyote time, moving platforms and route planning.