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⌨️ Up / W / Space - jump, Down / S - slide
Runner

Roofline

A side-on rooftop dash across brick dusk, neon wash and dawn glass. Jump the ledges, slide under clotheslines, vault the vents, and grab coins hanging in the gaps. In the air the slide button becomes a roll: land the flip and your multiplier climbs, land halfway through it and you stumble. Coins keep the multiplier alive, green launch vents fire you into arcs of coins nobody reaches on foot, and distance is scored at whatever multiplier you have earned. The skyline only gets faster and the gaps only get wider.

How Roofline works

Roofline is a side-on rooftop run: you always move forward, and the only two inputs are jump and slide. Jump clears the gaps between buildings and the air-conditioning vents that sit on them; slide takes you under the clotheslines strung across the roofs. Miss a ledge and you fall, and the gaps grow wider the further you get, so late roofs really do need a proper leap rather than a hop.

In the air the slide button becomes a roll. A roll that completes before you land pays a flip and lifts your multiplier; one that is still turning when your feet hit the tiles is a stumble, which costs you the whole multiplier and a beat of speed. That is the gamble the game is built on: every big jump is a chance to earn, and a chance to throw away what you have earned.

The multiplier runs from ×1 to ×5, and it is your distance that it multiplies, not a separate style score — so a run full of flips and coins is worth several times a careful one over the same roofs. Coins add a quarter to it, flips a whole step, and it expires five seconds after the last of either. Green launch vents throw you far higher than a jump can, into arcs of coins that are unreachable on foot, and they are never placed on a roof that also has something to dodge.

Tips for Roofline

  • Jump early on the long gaps; the speed carries you further than you expect.
  • Slide under clotheslines, and time jumps so you land clear of the vents.
  • Coins hang in the gaps. Only chase them when the next landing is safe.
  • In the air the slide button rolls you. A roll that finishes before you land pays a multiplier; one that does not costs the multiplier and a step of speed, so only go for it off a big jump.
  • The multiplier multiplies distance, not just style, and it expires five seconds after the last coin or flip — a chain of small pickups beats one heroic trick.
  • Green launch vents throw you far higher than a jump can. The coins above them are only reachable that way.

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