Projects with this tag may serve different needs. A shared tag does not mean they have the same features or deliver the same results.
A side-scrolling action and puzzle game starring a blue slime. Sound waves rebound from walls and mechanisms, providing echoes for another jump. The creator lists A/D movement and J jumping on PC, with a virtual joystick and jump button on mobile.
A first-round TapTap Maker test project. The creator says it currently supports phones only, while the official roundup describes jumping through a black-and-white space. Full rules remain undocumented.
A path-planning platform puzzle. Players spend a limited budget on platforms, springs, portals, and other mechanisms to guide LM-B0T through hazardous test chambers. Star-rated solutions reward economical, quick and stable routes, according to the page.
A portrait-mode cat-jumping puzzle where players plan jumps within move or time limits to collect cats of different colors.
A platform puzzle without conventional platforms. Once airborne, the player must avoid touching the ground and plan a route that lands on every small flying insect before clearing the level.
A narrative building puzzle: arrange objects to make a path through a dream, escort an amnesiac lamp keeper through memory barriers and discover her past through dialogue.
A portrait-format jumping roguelite. A water droplet bounces up a well, uses drums for lift, avoids dryers and monsters, and automatically fires water projectiles in midair. Run-specific upgrades affect attacks, combos, survival and progression.
A portrait pixel jumping game where a die climbs platforms and each landing rolls a face that triggers coin, magnet, charm or burst effects.
A stripped-down casual game about jumping, collisions and reaching greater heights. The creator says progression systems, levels, numerical stats and ads were removed; the page does not explain detailed controls or rules.
A small game built around charging, releasing to jump and stepping on tiles, with defeating a boss as the stated goal.
A first-person descent survival game set in a deep shaft. Players judge landings across ordinary, breakable wooden, and spiked platforms while a pursuing mouth forces them downward. Safe zones temporarily repel the threat, and deeper floors change the setting and difficulty.
A hand-drawn cartoon roguelike shooter that scrolls downward as players choose weapons and descend into an abyss.
A light narrative idle game in which the player is a newly awakened emotional-interaction AI interpreting heartbeats. An anomalous heartbeat challenges the developer's restriction on negative feelings. The creator estimates about 60 minutes for the main story with automatic play; that duration was not measured.
A short jumping story in which players guide Afang through several brief episodes, described by the creator as roughly ten minutes long.
An interactive narrative about skipping through life and learning to pause. Its protagonist habitually fast-forwards meals, films, and lessons, then discovers that boredom is not the only thing lost. The creator cites Click as an inspiration and emphasizes personal expression rather than promising a particular gameplay effect.
The official roundup describes an anime-style cyberpunk side-scrolling runner about jumping, dodging and collecting fragments in a neon city. The individual project page returned HTTP 404 in this pass.
A 2D rhythm game about matching a bouncing ball to a preset heartbeat curve. Horizontal sliding changes its frequency, described as 60–160 BPM, while vertical sliding changes amplitude. Matching the target produces light-and-shadow feedback; this is an expressive game, not medical heart-rate monitoring.
A same-screen two-player jumping game where partners synchronize their actions and landing positions to complete cooperative levels.
A lightweight action adventure built around slashing combat, loot and character growth. Players jump, dash and attack through ascending stages, collect equipment and resources, and tune item affixes. The creator lists 12 chapters and 240 floors in the first release; those counts and combat behavior were not tested.
A pixel demolition puzzle: drag to set a bomb trajectory, use bouncing, splitting, rolling or piercing bombs to collapse structures, defeat monsters and rescue trapped star sprouts.
An incremental idle game about rebuilding a frog tribe after a curse. Players unlock territory and recruit frogs that automatically jump to generate magical power.
A platformer combining block building, idle upgrades and incremental progression. A creator update also describes a custom-map draft feature.
A casual defense game about clicking to keep monsters from destroying a flag. Update notes describe a boss mode, introductory guidance and new enemies, but detailed win conditions and current behavior were not tested.
Help a bunny jump around a farm, harvest plants, earn coins and meet progressively higher stage targets.