Back Leap

Arcade Whale OriginalMade in-house, free to play

Leap

Developer
Arcade Whale
Genre
Platformer
Released
Updated
Platforms
Browser (desktop, mobile, tablet)
Orientation
Landscape
Players
Single player
Tags
#platformer#Precision#jump#retro#Skill#Levels#wall jump#ice#Arcade

How to play

Desktop A/D run · W/Space jump (hold = higher)

Touch Side pads

About Leap

Leap is a free precision platformer made of single-screen rooms. Each room fits on one screen with nothing hidden off the edge: the spikes that kill you, the springs that throw you and the door you are heading for are all visible from the first frame. That is the whole design rule. You die because you misjudged a jump, never because something you could not see was waiting around a corner.

The jump is built to be trusted. It clears a little over three tiles of height and about five and a half of distance, and every room is designed around exactly those numbers - no gap in the game asks for more than the jump can give. Holding the button longer jumps higher, so a light tap is a small hop over a single step and a full press is the full arc.

Three things make the controls forgiving without making them easy. You can still jump for a fraction of a second after walking off a ledge, so stepping into a pit because the game ignored a late press does not happen. A jump pressed just before you land is remembered and fires the instant you touch down, so bunny-hopping across a room does not require frame-perfect timing. And the shortest possible tap always clears a one-tile step, so a light press is never quietly too short.

Walls are a second way to move rather than a wall-jump gimmick. Touching one catches you and slows the fall, and from there the direction you hold decides what your jump does. Hold toward the wall and you climb it, staying close enough to grab it again on the way up, so one wall is enough to reach the top of a shaft. Let go and jump and you launch away from it instead, crossing to whatever is on the other side. Same button, same wall, two different moves.

Eight worlds, each built around one new idea rather than more of the last one. One is just running and jumping. Two adds spikes, so the floor stops being safe. Three takes the floor away and asks you to climb walls. Four gives you springs that throw you far higher than you can jump. Five puts you on ground that crumbles a moment after you stand on it, so stopping to think is itself a mistake. Six is ice, which does not change your top speed at all - it changes how long it takes to reach it and how far past your target you travel after you let go. Seven locks the door and hides its key somewhere that is never on your way, so the room stops being "go right" and becomes "in which order". Eight sets the air itself moving: jumping with the wind carries you seven tiles, jumping into it barely three and a half, which means the same room asks a different question in each direction.

Five rooms break a rule exactly once each, and they are announced by a badge at the top of the screen rather than sprung on you. The lights go out and you can only see what is near you. The walls turn to glass and refuse to be grabbed, so a shaft that looks like world three has to be solved with pure jumps. The air thins and every jump floats almost twice as high. Then it thickens and your jump barely clears two tiles. And one room blows a steady headwind at the door. Each happens once, which is exactly what makes it stick.

Every room was proved finishable by search before it shipped, and the proof runs the real movement code rather than a copy of it - including the cracked ground, which used to sit outside the tested core and quietly went unproven. Clearing rooms earns coins, and coins buy skins. That is deliberate: in a precision platformer anything that shortens a room is cheating, so there is nothing in the shop that makes a jump easier, no level skip and no continues. The only thing you can buy is what you look like while you do it yourself.

Each room is scored when you reach the door: three stars for clearing it with at most one death, two for up to five, one otherwise. There is no room list and no last room. The door always opens onto the next room, and after the eighth world the rooms keep coming as an encore: the harder rooms of every world return in a new order, mirrored left to right on every other pass so a room you know becomes a new question, and each pass leans further toward the toughest rooms. The same room never comes twice in a row, and the one-off rooms stay one-off.

It runs in the browser with nothing to install, works with a keyboard or with the three touch pads, and remembers which room you reached.

Arrow keys or A/D to run, Up/W/Space to jump. On touch use the three pads. Hold jump longer to go higher. You can jump for a moment after leaving a ledge, and a jump pressed just before landing still fires. On a wall, hold toward it and jump to climb it, or let go and jump to leap away. Reach the door.

Spikes kill instantly, springs throw you far higher than a jump, cracked blocks fall away a moment after you land on them, ice will not let you stop or turn, and a locked door stays shut until you have fetched its key. Five rooms change a rule for that room only - the badge at the top of the screen names it.

Frequently asked questions

How do I control it?

Arrow keys or A and D to run, and Up, W or Space to jump. On a phone or tablet three pads sit beside the room: left, right and a wider jump button. Holding jump longer makes you jump higher.

How do I climb a wall?

Press into the wall and jump. The direction you are holding decides what the jump does: hold toward the wall and you climb it, staying close enough to catch it again and go higher, so a single wall is enough. Let go of the wall first and the same button leaps you away from it instead, which is what you want for crossing a shaft. Sliding down a wall also slows your fall, giving you time to line the next one up.

I keep missing jumps by a fraction. Is it me?

Probably not the timing. Leap gives you a short window to jump after stepping off a ledge, and remembers a jump pressed just before you land. If a jump is failing it is usually distance rather than timing: try running at the gap from further back so you are at full speed when you leave the ground.

What are the cracked blocks?

Ground that gives way. It holds for about a third of a second after you land on it and then falls, so it is a step and never a place to stand. They come back when you respawn, so a failed attempt never leaves a room impossible.

Why can I not stop on the ice?

Because that is the whole idea of world six. Ice does not slow you down - your top speed is exactly the same as on stone, so every gap is still clearable. What changes is friction: you accelerate far more slowly, you cannot turn on the spot, and letting go of the direction sends you sliding about ten times further than it would on rock. Ice rooms are about starting to slow down before you think you need to.

The door will not open. What am I missing?

It is locked, and a locked door is drawn differently: it goes grey, iron bars appear across it, and a small key count sits above it. Somewhere in the room there is a glowing key, and it is deliberately never on the direct route. Pick it up and the door lights green. One room asks for two.

What are the rooms with a badge at the top?

They are the one-off rooms. Instead of a world number the badge names the rule that has changed for that room only: DARK, NO GRIP, LOW GRAVITY, HEAVY or WIND. There are five in the whole game and each rule happens exactly once, so none of them ever becomes routine.

Can I skip a room I am stuck on?

No, and that is on purpose. Every room in the game has been verified as completable by an automated search before shipping, so being stuck always means there is a route you have not found rather than a broken level. The shop only sells skins - nothing in it makes a jump easier.

Does Leap run out of rooms?

No. The eight worlds run in order and never go backwards, so a mechanic you have learned is never re-taught later. After the last world the rooms keep coming: the harder rooms return in a new order, mirrored on every other pass, and never the same room twice in a row. Stars are for clean runs: three for one death or fewer, two for up to five.

Does it save my progress?

Yes, automatically in your browser. You come back to the furthest room you reached, with your coins and skins intact.

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