A Mario-style platformer where every level is built fresh, on the spot — with its own look and its own chiptune tune. Run, jump, stomp enemies or splat them with tomatoes, grab the coins and reach the flag. Keep an eye on the sky: stray rockets rain down on the level, flattening enemies and player alike. A pit costs a heart and restarts the level — lose all three hearts and it's game over.
Pixel Jumper follows the Mario formula — run, jump, stomp enemies, grab coins, reach the flag — but every level is built fresh by a procedural generator rather than hand-designed, so there's no fixed sequence of levels to memorize or look up. Ten different enemy archetypes are mixed into each generated layout.
You have three hearts per attempt. Falling into a pit costs one heart and restarts the current level from its start — the run only ends when all three hearts are gone. Controls adapt automatically: touch buttons appear on phones, keyboard on desktop.
Levels cycle through six visual themes — meadow, desert, snow, night, candy and volcano — each with its own looping chiptune melody and sound effects, all synthesized live with the Web Audio API. Tomatoes are the great equalizer: spiky and ghostly enemies that can't be stomped can still be splatted, and ammo crates of extra tomatoes are scattered through every level.
Despite the flat, blocky look, the whole game is rendered through Three.js rather than a 2D canvas — a 3D engine used deliberately to draw a 2D-style platformer, complete with parallax hills, particle bursts and squash-and-stretch animation.
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