Shadow Jump
Bounce endlessly up a ninja tower, steering between platforms as they narrow.
Ninja Climb is a vertical wall-jump game. The ninja clings to one wall of a shaft and kicks off toward the other. Spiked wall sections have to be avoided and a rising flood of shadow is always closing from below.
Ninja Climb is built around a single verb. The ninja always clings to a wall, sliding slowly downward, and a single press launches her diagonally at the opposite wall. Because the launch velocity is fixed, the only variable is when you leave.
That makes every decision a timing question rather than an aiming one. Leave too early and you arrive above a spike section; leave too late and the flood gains on you while you slide.
Spikes are generated with the opposite wall kept clear, so a safe landing band always exists at every height. Some spike blocks drift up and down, which turns a static route into a moving window you have to wait for — while the flood keeps rising.
Checkpoints break the tension. Every 1,200 units of height the flood is pushed back below the bottom of the screen and you are awarded 150 points, which gives a long run a rhythm of pressure and relief rather than a single unbroken climb.
| Action | Keys |
|---|---|
| Wall jump | Space or ↑ or W |
| Jump toward a wall | ← or → toward the opposite wall |
| Fast fall | ↓ while airborne |
| Pause / resume | P or Esc |
| Mute | M |
| Action | Gesture |
|---|---|
| Wall jump | Tap anywhere on the play area |
| Alternative | On-screen Jump button |
Pause works everywhere with the Pause button under the play area. Game audio is a handful of synthesised arcade tones — mute it with M or the Sound button, and the setting carries across every game on the site.
Clinging costs height at 120 pixels per second. Unless you are waiting for a drifting spike, leave immediately.
Check the wall you are about to land on, not the one you are on. The spikes you can see beside you are already irrelevant.
Waiting below means the flood is your only threat. Waiting above means the spike can descend onto you while you cling.
If you are near 1,200, 2,400 or 3,600 height, climb straight past the stars. The checkpoint bonus is worth five stars and resets the flood.
Pressing down mid-flight drops you sooner, which can land you below a spike section you would otherwise clip.
The ninja automatically clings to whichever wall she touches. One press launches her diagonally at the opposite wall at a fixed speed, so timing is the only variable.
A rising shadow flood. It climbs faster the longer your run lasts and ends the run if it reaches you. Checkpoints push it back down.
Every 1,200 units of height. Each one resets the flood below the screen and awards 150 points.
No. The generator places each spike block on one wall only, so a safe landing band always exists.
Ethan Carter is the editorial voice behind Ninja Arcade. He has spent more than eight years writing about browser games, casual gaming and HTML5 arcade design, and he plays every game on this site before it ships.
Bounce endlessly up a ninja tower, steering between platforms as they narrow.
Charge each leap and land dead centre for an eight-step perfect combo.
A full side-scrolling platformer with levels, lives and a double jump power-up.
Bounce endlessly up a ninja tower, steering between platforms as they narrow.