Milo Dash · A one-button runner
You have one input. What it means is whatever you are at that moment — a cube jumps, a ship flies, a ball flips gravity, a drill bores through the rock in front of it. Eleven heroes, and each one reads your single touch differently from every hero before it.
Eleven ways to read one touch
A hero is not a skin. Each one is a different answer to the question of what your touch does, and a portal mid-level turns you into the next one without breaking stride. The level around you is built for whoever you have just become.
Two of the ten episodes change something else. Tide floods the level: under the surface a jump goes higher and lands later, the ship's thrust is halved, and currents push you up and down. Mirror gives your one button a second body, reflected across the middle of the hall and opposed in gravity — and either one's death ends the run.
Nobody ships a level nobody has finished
Before a level ships, a search plays it with the only input the game has — the button — until it finds a run that reaches the exit, taking every portal and every checkpoint on the way. What the search prints is kept with the level and replayed by a test on every build.
That is also why the hero's outline is exactly what it collides with, and why nothing on screen is a picture: every shape is drawn by the GPU from that same outline. What you see is what you hit. The music is not a file either — each episode's score is composed as it plays.