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.
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
How it plays
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.
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.
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.
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.
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.
Crumble planks shake before they break. Geysers hiss before they blow. Shardlings shimmer before their backs light up. Nothing here kills you without warning.
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
Every region brings in new hazards, keeps all the old ones, and ends at a gate you have to fight your way through.
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.
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.
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.
Region gates
Every region ends in a duel. A BARK button shows up, and the fight becomes a read instead of a damage race.
Greenward Coast · 3 HP
Amber Highlands · 4 HP
Starfall Reach · Final duel
Hold your ground and let it commit. Back off and the pattern just resets.
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.
+200 a hit while it is stunned and +1500 when it drops. Then the gate falls and the doghouse is right there.
In motion
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.