Pixel Miner
Dig downward through underground layers, collecting ore while managing oxygen and avoiding cave-ins.
Collect every gem in the stage and reach the exit portal without losing all three lives.
Pixel Jumper is the site's most conventional platformer, and it is here because the genre's core problem — reading a jump before you make it — deserves a game that is purely about that. Each stage is a single screen, fully visible from the start. There is no scrolling and nothing hidden. Every piece of information you need to plan the whole stage is in front of you before you move.
That visibility shifts the challenge from discovery to execution. You can see the route. The question is whether you can perform it while three moving platforms are on independent cycles and two patrol hazards are crossing the paths you need. Stages are short — thirty to sixty seconds for a competent run — which keeps failure cheap and encourages the immediate retry that the genre depends on.
There are eight stages, and they are ordered to introduce one idea at a time: static platforms, then moving ones, then patrols, then vertical routes, then combinations. Clearing all eight triggers a genuine victory state, which makes Pixel Jumper one of the few games on the site you can actually finish.
Collect every gem in the stage and reach the exit portal without losing all three lives.
| 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 the run |
| 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.
Each moving platform runs on a sine cycle with its own period and phase offset. They are never synchronised, which is what makes routing interesting: the correct route through a stage usually depends on catching one platform at a specific point in its cycle, and waiting for it costs you time on the others.
Hazards walk a fixed path and reverse at the ends. They do not chase you and they do not accelerate. This makes them a timing problem with a knowable answer, rather than a reaction test — which is the correct design for a game about planned routes.
Jump height varies with how long you hold the input, and you retain partial horizontal control in the air. Air control is deliberately partial rather than full: you can adjust a jump, but you cannot rescue a badly aimed one.
| Action | Value |
|---|---|
| Gem collected | 100 points |
| Stage cleared | 500 points |
| Stage cleared without losing a life | 250 point bonus |
| Time remaining bonus | 10 points per second under par |
| All eight stages cleared | 2,500 point completion bonus |
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.
Eight. Clearing all eight is a real victory state with a completion bonus, which makes this one of the few finishable games on the site.
Yes. Lives are attempts, not score resets. Losing all three ends the run.
There is a par time that awards a bonus if you beat it, but no hard limit. You will not fail a stage for being slow.
No. They are ordered to teach mechanics progressively, so skipping would mean facing later stages without the tools they assume.
Chosen by shared category, tags and difficulty — not padded with unrelated titles.
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