CometThe Shiba

COMET

The Shiba

Thirty handcrafted levels of run, jump and stomp. Three regions, three Warden duels, and one dog who just wants to get home.

Free to start · iPhone & iPad · One-time unlock, no ads

  • 30Levels
  • 3Regions
  • 3Boss duels
  • 5Playable dogs
  • 120 HzCustom physics

How it plays

Everything lives in the jump.

The engine is hand-written rather than a physics library, so the jump arc is the same on every device and every frame. The forgiving bits are on purpose.

Coyote time & jump buffering

Step off a ledge and you still get your jump. Press a little early into a landing and it fires the moment you touch down. Missed inputs stop being why you died.

Variable jump height

Tap for a hop, hold for the full 3.7-tile arc. Every gap was built against those exact limits, so no jump is ever a guess.

Chain your stomps

One pest is 100 points. Land the next before you touch the ground and it doubles, up to 800. The greedy route and the safe route are rarely the same route.

Zoomies

Grab a bolt and Comet is untouchable for a few seconds. Just long enough to run straight through the spikeshell that has been bullying you all level.

Hazards tell you first

Crumble planks shake before they break. Geysers hiss before they blow. Shardlings shimmer before their backs light up. Nothing here kills you without warning.

Landscape, thumbs or keys

Touch controls built for this game, a proper iPad layout instead of a stretched phone one, and keyboard support any time you have one attached.

The journey

Three regions. Thirty locations. One doghouse.

Every region brings in new hazards, keeps all the old ones, and ends at a gate you have to fight your way through.

Levels 1–10

Greenward Coast

Sunny parks, moonlit caves and rooftop runs. Springs throw you seven tiles up, planks crumble underfoot, and hoppers arc at you the moment you commit to a jump. The Citadel Warden is waiting at the gate.

  • Scuttlers
  • Hoppers
  • Spikeshells
  • Buzzers
Comet running through Sunny Park past a checkpoint flag, biscuits floating above a bench and a spring.
Levels 11–20

Amber Highlands

A desert town under a wide, changing sky. Tumbleweeds roll with real gravity, off ledges, into pits and straight at you, while duneswoopers circle overhead and dive at wherever you happen to be standing. By level 16 the ground erupts too.

  • Tumbleweeds
  • Duneswoopers
  • Highland Alpha
Comet running the rooftops of Tumbledown Town under a dusk sky, a trail of biscuits overhead and a duneswooper circling above.
Levels 21–30

Starfall Reach

Frost fields under an aurora. Shardlings carry star-crystals that flare on their own clock, so you can only stomp them while they are dark. Glimmermoths drift over and hover just above your head. Every older hazard comes back, colder.

  • Shardlings
  • Glimmermoths
  • Starfall Tyrant
Aurora Ridge at dusk with meteor rings in the sky and a shardling on the path ahead.

Region gates

You don't out-jump a Warden. You out-bark it.

Every region ends in a duel. A BARK button shows up, and the fight becomes a read instead of a damage race.

The Citadel Warden

Citadel Warden

Greenward Coast · 3 HP

The Highland Alpha

Highland Alpha

Amber Highlands · 4 HP

The Starfall Tyrant

Starfall Tyrant

Starfall Reach · Final duel

Face the charge

Hold your ground and let it commit. Back off and the pattern just resets.

Bark, or sidestep

Bark once the charge is under way and it trips. Or dodge and let it slam into the arena wall, which works just as well and takes more nerve.

Stomp the head

+200 a hit while it is stunned and +1500 when it drops. Then the gate falls and the doghouse is right there.

In motion

Five dogs, five routes.

Four more dogs unlock with points you earn by playing, or all at once with the optional All Pals pack, and they all handle exactly the same. These are silent captures straight from the build, uncut.

Comet

Shiba Inu · Starter

Scout

Beagle · 13,000 pts

Nova

Siberian Husky · 23,000 pts

Pogo

Dalmatian · 34,000 pts

Rook

Rottweiler · 50,000 pts