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Milo Dash · A one-button runner

Tap. Hold.
Never stop.

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.

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The cube mid-jump over a flooded ruin, the water's lit surface below it and a spike on the far shore
TIDE — A JUMP MADE UNDER WATER GOES HIGHER
The cube running a Temple level, spikes ahead and a checkpoint diamond beyond them
WHERE IT STARTS
Two balls running a mirrored hall, one on the floor and one upside down on the ceiling, with the glass line between them
MIRROR — ONE BUTTON, TWO BODIES
The level hub: episodes in rows, each level a card drawing its own map, with the last two episodes dimmed and locked
TEN EPISODES

Eleven ways to read one touch

The hero is the verb

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.

  • Cube — tap to jump: a fixed arc, timed.
  • Ship — hold to fly: the whole skill is holding a line.
  • Ball — tap to flip gravity and run the ceiling.
  • Wave — hold to climb: 45° zigzags, no easing.
  • Robot — hold to charge, release to jump: how long you hold is the jump.
  • Spider — tap to snap to the opposite surface.
  • Moth — tap to flap: a jump that needs no floor.
  • Spring — never rests; the landing is the only window you get.
  • Drill — hold to dig, and the tunnel stays behind you.
  • Ghost — hold to pass through what is built; let go inside a wall and it has you.
  • Cannon — tap to fire: the recoil is its hop, and a shot fired mid-hop climbs.

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

Every level is proved finishable

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.