Fantasy Platformers
Jump, climb and time your landings through castles, towers and enchanted forests where the floor is a suggestion.
5 gamesThe library is organised around six different skills. Each category has its own page with the full game list, an explanation of what it asks of you, and the guides that cover it.
Jump, climb and time your landings through castles, towers and enchanted forests where the floor is a suggestion.
5 gamesQuests with somewhere to go: caves, forests, sunken kingdoms and castles that reward looking around.
5 gamesSpells with a cost, a cast time and a cooldown. Cast well rather than constantly.
5 gamesKnights, monsters, dragons and waves that keep arriving. Positioning matters more than swinging.
5 gamesGold, crystals, runes and chests. Routes that pay, risks that are worth taking, and a combo you can lose.
5 gamesOne input, one moment, no second chances. The shortest games here and the hardest to master.
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Jump, climb and time your landings through castles, towers and enchanted forests where the floor is a suggestion.
A climb with nothing in it that can attack you. The only way down is a jump you did not make.
A climb with a deadline. The shadow below never stops, and blink only refills from crystals.
Five designed rooms of Ravenhold. Collect the room's magical objects, then reach the door.
A knight curled in his own shield, rolling downhill. Speed comes from the terrain, not from a button.
Quests with somewhere to go: caves, forests, sunken kingdoms and castles that reward looking around.
Fill the quota, then reach the exit. Nothing here can kill you - traps cost seconds, and seconds are all you have.
A top-down crawl where fighting pays and health is what runs out. Pick your fights.
They are faster than you in the open. The torch is your safety, your clock and your multiplier.
A fresh perfect maze every run. Three keys, one exit, and a lantern burning the whole time.
Spells with a cost, a cast time and a cooldown. Cast well rather than constantly.
Run the forest path, jump the roots, duck the branches and burn the violet wards before they reach you.
Five realms on a loop, each with its own hazards, and a Focus spell that only runes can refill.
One button. A rune orbits, an arc is lit, and you release the spell as they cross.
The one game here where grabbing everything is wrong. Take the ingredients in the order the recipe asks for.
Knights, monsters, dragons and waves that keep arriving. Positioning matters more than swinging.
The introduction to the battle system. Swing when something is in reach, not when you see it move.
Nothing is chasing you. Everything is walking at the gate, and the gate cannot move.
The dragon cannot be killed. It can only be read - and the treasure is where it is looking.
The battle category with the fighting taken out. Dash through monsters, not around them.
Gold, crystals, runes and chests. Routes that pay, risks that are worth taking, and a combo you can lose.
A collection runner where the multiplier falls if you stop picking things up for 1.8 seconds.
An open glade, visible crystals, a clock, and nothing that can hurt you. Colour chains are worth triple.
Five lanes, one gold lane, and a bonus for taking a whole coin run without leaving it.
Four belts, three chutes and three hands. Take what is worth taking and put it in the right place.
One input, one moment, no second chances. The shortest games here and the hardest to master.
A runner with no attack button. Four hazards, one correct movement each, and points for clearing them close.
One button, a dragon and a line of stone gates. Dead centre is worth five times the edge.
An endless cave tunnel where the middle is safe and pays almost nothing. The points are near the rock.
Turning rings of thorn with one gap each. Aim at where the gap is going to be, not where it is.