Cube Rush
Neon endless runner — tap to jump, tap again mid-air to double-jump, clear spike obstacles as speed ramps up, and survive as long as possible.
Description
A neon cyan cube auto-runs to the right across a dark space background. Tap anywhere to jump over spike obstacles. Tap again while airborne for a double jump — useful for tall spikes or last-second corrections. Speed increases every five seconds and never comes back down.
Score is distance in metres. Beat your session best to see the gold "🏆 NEW BEST!" banner on the game-over screen.
Features
- –One-tap + double-jump — simple input, deep timing skill
- –Five spike patterns — single, double, triple cluster, tall lone, staircase pair; randomly combined each run
- –Speed ramp — starts at 300 px/s, caps at 720 px/s after sustained play
- –Parallax star field — 80 stars at varying depths give a sense of speed
- –Particle bursts — jump trail, landing impact, and full death explosion
- –Screen shake on death — one-frame punch of impact feedback
- –Tight hitbox — inner 56% of the cube, so edge clips do not kill you
- –Pure Flutter — CustomPainter at 60 fps, no game engine
How to Play
- 1.Tap anywhere to start the run
- 2.Tap to jump — the cube lifts off the ground
- 3.Tap again while airborne for a double jump
- 4.Clear the spike obstacles as they scroll toward you
- 5.Survive as long as possible — speed increases every 5 seconds
- 6.Hit a spike and the run ends; tap to restart
Spike Patterns
| Pattern | Description |
|---------|-------------|
| Single | One triangle, random height |
| Double | Two side-by-side spikes |
| Triple cluster | Centre spike tallest, outer two shorter |
| Tall lone | Single spike, extra height |
| Staircase pair | Short spike followed by a taller one |
Speed Curve
| Time | Speed |
|------|-------|
| 0 s | 300 px/s |
| 5 s | 322 px/s |
| 30 s | ~430 px/s |
| 60 s+ | ~560–720 px/s |
Tech Notes
- –Input: `Listener` (raw pointer down) — arena-free, nothing can steal the tap
- –Rendering: `CustomPainter` with `shouldRepaint → true` every frame
- –Physics: manual gravity (1900 px/s²), jump velocity (690 px/s first, 530 px/s double)
- –Collision: inner 56% player rect vs lower 65% of spike triangle
Changelog
Feedback
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