Milo Builder · Puzzles for a one-button run
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.
Twelve worlds, 144 puzzles
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.
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
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.