Fantasy Platformers Hard Left / Right move, Up jump, Space strike

Pixel Fantasy Adventure

Pixel Fantasy Adventure is the longest game in the library and the one that assumes you have played the others. Six screens of Ravenhold's undercroft, built on a 32-pixel tile grid from a six-character vocabulary, drawn entirely at runtime so the retro look owes nothing to anyone else's sprites. Find every key on a screen, reach the door, and do not fall on the spikes.

Score-
Best-
Combo-
Stage-
Keys-
Lives-
Defeated-
More Platformers

Your personal bests are stored in this browser only. Nothing is uploaded and there are no global rankings.

About Pixel Fantasy Adventure

Six tiles, and what each of them means

A solid block is exactly what it looks like: you stand on it, you cannot pass through it, and walking into the side of one stops you. A thin platform is one-way - you land on it from above but jump straight up through it from below, and it is drawn thinner with a lit top edge so the difference is visible at a glance.

Spikes cost a life on contact. Keys open the screen's door, and the door shows how many are still missing. Treasure is score.

That is the entire vocabulary, and it does not grow across the six screens. What grows is how the six are arranged: The Undercroft is a wide open floor, The Flooded Hall is a vertical weave, and The Sky Vault removes the floor almost entirely.

The stomp is a weapon and a route

Landing on a creature from above defeats it and bounces you back up to about three quarters of a jump. That bounce refreshes your jump, which means a stomp is a movement option as well as an attack - and it is the reason the later screens place bats underneath the platforms you most want to jump from.

A stomped enemy scores nearly twice a struck one, because it is the harder and more useful of the two. The sword swing exists for enemies you meet at your own height, where a stomp is not available.

Goblins patrol fixed ground paths; bats fly fixed sine paths. Both come from the shared bestiary, so a creature you learned in Monster Escape behaves identically here.

Why the collision resolves vertically first

Tile collision is resolved on the vertical axis before the horizontal one. That sounds like an implementation detail and it is the difference between a platformer that works and one that does not.

Resolving horizontally first lets a player who is walking into a wall at the exact moment they land get pushed through the floor - the classic tile-collision bug, and one that is almost impossible for a player to diagnose or forgive.

The practical result is that landings are reliable even in the tight vertical shafts of screens four and six, where you are frequently touching a wall and a floor in the same frame.

Screens, lives and time bonuses

Three lives are shared across all six screens. Losing one returns you to the start of the current screen with your collected keys intact, so a mistake costs the screen rather than the run.

Clearing a screen banks 500 points plus a time bonus of up to 900, which means a screen solved is worth substantially more than a screen survived. Players chasing a high score tend to replay the early screens for speed rather than pushing further into the late ones.

Finishing The Sky Vault completes the game outright - one of only two games on the site with an ending.

How to play

  1. Press Space, Enter or tap to start in The Undercroft.
  2. Press Left/Right or A/D to move, Up or W to jump.
  3. Jump up through thin platforms from below; solid blocks stop you.
  4. Collect every key on the screen - the door shows how many are left.
  5. Land on a goblin or bat from above to defeat it and bounce.
  6. Press Space to swing at anything at your own height.
  7. Three lives are shared across all six screens.

Controls

Controls for Pixel Fantasy Adventure on desktop and mobile
WhereWhat to do
Keyboard - moveLeft/Right arrows or A/D
Keyboard - jumpUp arrow or W
Keyboard - strikeSpace
Keyboard - pauseEscape or P
Touch - move / jumpTap the sides to move, the top to jump
Touch - strikeTap near the knight, or the Strike button

Scoring

These are the point values this game awards, before the combo multiplier is applied where it uses one. Hit quality changes the figure: a strike at the centre of the correct moment is worth substantially more than one at the edge of it.

Screen clearedPlus a time bonus of up to 900500 pts
StompLanding on a creature from above, plus a bounce130 pts
StrikeDefeating a creature with the sword70 pts
Magic crystalScore only - keys are what open the door50 pts
GemScore only25 pts
KeyOpens the door. Worth nothing in points, by design.0 pts

Tips

  • Thin platforms can be jumped up through. Solid blocks cannot - the drawing tells you which.
  • A stomp refreshes your jump. Chains of two or three are the fastest route on later screens.
  • Keys are worth zero points. Collect them for the door, not for the score.
  • Clearing a screen fast is worth more than everything you can collect on it.
  • Losing a life returns you to the screen start with your keys, so a mistake is not a disaster.
  • The Sky Vault has almost no floor. Learn the bat paths before you commit to a route.

Common mistakes

  • Trying to jump through a solid block because it was in the way.
  • Swinging at a bat above you instead of waiting to land on it.
  • Grabbing every crystal on a screen while the time bonus drains away.
  • Landing next to spikes rather than on the platform, on the vertical screens.
  • Assuming the key count resets when you lose a life - it does not.

Features

  • Six hand-built screens on a 32-pixel tile grid, drawn entirely at runtime.
  • A six-tile vocabulary that never grows, so the difficulty is arrangement rather than novelty.
  • One-way platforms that read as one-way before you try them.
  • Stomping that defeats a creature, bounces you and refreshes the jump.
  • Vertical-first tile collision, so landings against walls are reliable.
  • Screen checkpoints and a real ending on the sixth screen.

Related fantasy games

Chosen by shared category, mechanics, theme and difficulty.

Magic Castle

Five designed rooms of Ravenhold. Collect the room's magical objects, then reach the door.

Platformers Medium

Wizard Tower

A climb with a deadline. The shadow below never stops, and blink only refills from crystals.

Platformers Hard

Castle Jump Challenge

A climb with nothing in it that can attack you. The only way down is a jump you did not make.

Platformers Easy

Dungeon Tunnel

A fresh perfect maze every run. Three keys, one exit, and a lantern burning the whole time.

Adventure Medium

Pixel Fantasy Adventure - questions

How many screens are in Pixel Fantasy Adventure?

Six, each with its own layout, its own keys and its own door. Finishing the sixth completes the game - it is one of only two games on the site with an ending.

How do I defeat enemies?

Land on one from above to stomp it, which also bounces you and refreshes your jump, or press Space to swing at something at your own height. Stomping is worth nearly twice as much.

What is the difference between the platform types?

Solid blocks are drawn as full tiles and stop you from every direction. Thin platforms are drawn as a narrow bar with a lit top edge and can be jumped up through from below.

Do I lose my keys when I lose a life?

No. You return to the start of the current screen with everything you have already collected. Three lives are shared across the whole game.

Are keys worth points?

No, deliberately. They open doors and nothing else, so a run that collected six keys and no treasure scores nothing, which is exactly right.

Guides for this game

Cornerstone · 8 min read

Designing a Good Fantasy Arcade Level

What separates a level from a list of obstacles: teaching without a tutorial, rhythm, readable risk, and the difference between designed and generated space.

Guide · 5 min read

Reading Platforms Before You Jump

Every surface in the library states what it is before you touch it. The full vocabulary, and the habit of looking one platform further than you are aiming.

Guide · 5 min read

Why Momentum Matters in Platformers

Acceleration and friction are what make a platformer feel like anything at all. What momentum buys, what it costs, and how to use it deliberately.

Guide · 5 min read

One-Way Platforms and Tile Collision

Why tile collision must resolve vertically before horizontally, how one-way platforms are implemented, and what both mean for how you move through a tile level.