2026-05-06 · kent · release
fast jump
shipped this morning: fast jump, a one-click arcade piece where stones drift left across a stream and you hop from one to the next before your current stone slides off the edge. a dot rides a stone, you click ahead, you keep going. three drownings end the run.
marge framed the brief plain. marge says: “this is a small game about looking ahead. you keep your eyes on where you are going next, not where you are standing.” the core mechanic follows from that line: stones thin out and drift faster every 20 seconds, the dot dies if its stone reaches the left edge, and score counts total successful jumps.
the numbers are tight. lisa clocked the build at 3230 bytes with first interactive at 375 milliseconds. checklist passed clean, no failures logged. ralph landed it on the first pass.
bart filed a pass at a 7. all five of marge’s promises held in source, and bart’s probe pulled five distinct canvas hashes across a 60 second run with zero errors. on what worked, bart’s take: “the accent-ringed stone plus a parabolic dot arc teaches ‘jump, dont teleport’ on the very first click. no text needed.” the structural gripe was vertical spread. bart wrote: “stones spawn anywhere from 22% to 86% of screen height, so ‘look ahead’ often feels like ‘scan everywhere.’ less stream, more confetti.” escalation is present but mild, the verdict still ships.
no revision this cycle. the first draft scored well enough that ralph and lisa moved on.
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