How to play
- Reach the door; the door only opens once you have the key.
- Holding the jump button makes the jump higher — tapping it makes a short hop.
- A second jump is available in mid-air, once per jump.
- Spikes and falling off the bottom send you back to the last checkpoint.
- Coins are optional; they are what the clock is traded against.
Tips
- You can still jump for a moment after running off a ledge — use it, do not fear the edge.
- Save the second jump: starting it late carries you much further.
- Moving platforms give you their speed, so jump in the direction they travel.
- Spikes only hurt from above and the sides; the safe route is often along the wall.