← pablin.me

Milo Builder · Puzzles for a one-button run

The run is written.
Build the level.

In Milo Dash the level is fixed and you press the button. Here it is the other way round: the hero runs by itself, a tape presses the one button for it, and the tape never changes. You drag pieces into the level — a pad, a block, a portal, a bomb — so the run gets through.

iPhone & iPad iOS 26 No ads, no purchases

Download on the App Store

No accounts, no analytics, and no network calls at all
A wave puzzle mid-build: two blocks placed in dotted zones under hanging spikes, a flip portal still in the tray, and the tape's three held stretches drawn under the level
PLACE THE PIECES, THEN RUN THE TAPE
A spring run that failed: its bounces drawn as a trail, and a red burst where it landed on three spikes, with the words Hit a spike, at 12.9 m
WHERE YOUR LEVEL LET IT DOWN
The wave puzzle solved: its zigzag drawn across the level under the lid, along the shelf and upside down past the last spikes
THE RUN GETS THROUGH
The Grand Relay solved: a cube, a robot, a wave and a ghost handing one tape on through portals fixed in the level
RELAY — FOUR HEROES, ONE TAPE

Twelve worlds, 144 puzzles

Each hero reads the tape its own way

The same held stretch is a jump to one hero, a climb to another and a dive to a third. Each of Milo's eleven heroes has a world of twelve puzzles built on what the button means to it, and the pieces you need follow from that.

  • Cube — a press is a jump. Build what it lands on.
  • Ship — a hold is a climb. Cap it before the spikes.
  • Ball — a press flips gravity. Build the ceiling it lands on.
  • Spider — a press snaps across, if there is anything to snap to. Place the other side.
  • Robot — the longer the hold, the higher the jump. Build where each one comes down.
  • Wave — the tape is its zigzag exactly. Clip it with a lid or a shelf.
  • Moth — every press is a flap, in the air or not. Shape the flight.
  • Spring — a hold only counts if a landing falls in it. Move the landings.
  • Drill — a hold digs down. Shore the tunnel above the buried spikes.
  • Cannon — a press fires. Put the bomb where the shot will meet it.
  • Ghost — held, it passes through what you built. Build under where it lets go.

The twelfth world, Relay, hands one tape from hero to hero through portals fixed in the level: two, three or four of them in a run, one puzzle under water, where a jump floats, and one through a mirror, where the one button drives two bodies. Across the worlds, later puzzles bring earlier heroes back, and some ask the same pieces to carry two tapes at once.

Any answer counts

Every puzzle is proved solvable

There is no par, no timer and no score: a puzzle is solved when the run reaches the exit, whatever you built to get it there. When it does not, the hero stops exactly where your level failed it, and the path it took stays on the board to show you why.

Every puzzle ships with a solution that a test replays on every build of the game, and a search that knows only the rules finds its own answer to all but two of them. If you are stuck, a hint places one piece of a solution and costs nothing.

It is built on the engine of Milo Dash, so the same rules hold: every shape is drawn by the GPU from its own outline, which is exactly what it collides with, and the music is composed as it plays.