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Avatar Dash

Play now — runs in your browser, nothing to install.

A six-level side-scrolling platformer across three themed worlds. The player starts as my GitHub avatar, then transforms into a larger dog avatar after collecting a dog treat. Run, jump, stomp enemies, collect coins, and reach each flag.

The level, with the avatar on the starting platform

The level, with the avatar on the starting platform

Controls

Action Keys
Move or A D
Jump Space, W or — hold longer to jump higher
Restart R
Pause P

On a touch screen the on-screen buttons appear automatically.

What is in it

  • Variable-height jumping — releasing the key early cuts the rise short, so tap height differs from hold height
  • Coyote time and input buffering — you can still jump for 100 ms after walking off an edge, and a jump pressed just before landing still fires.
  • Stomp to kill — landing on an enemy squashes it and bounces you; touching one from the side costs a life
  • Enemies turn at edges — they check for ground ahead and reverse instead of walking off
  • Six progressively longer levels across Neon Skyline, Sunset Canyon, and Moonlit Grove
  • Dog Mode power-up — treats transform the player into a larger dog; the next enemy hit removes the transformation instead of costing a life
  • Full-run progression — score, lives, coins, time, and active Dog Mode carry between levels
  • Best times per level and a full-run completion time, kept in localStorage and shown on the title roster, the clear screen, and the HUD. Beating one is called out on the spot, and a button on the title screen wipes every stored time and ghost.
  • Ghost replay — your best run of a level comes back as a translucent racer. It is a position trace sampled 20 times a second, stored as two-character deltas and capped at 900 samples, so a long run halves its own sample rate instead of growing without bound. The HUD shows how far ahead or behind that ghost you are.
  • Level select from the title screen, so a level can be practised against its own ghost
  • Fixed timestep physics at 120 Hz, decoupled from the render loop, so the feel does not change with frame rate
  • Parallax background, screen shake on impact, and particle bursts

Tech

Canvas 2D with no runtime dependencies. The starting avatar is embedded in the HTML; the optimized Dog Mode portrait is included as a local PNG asset.

Physics and level layout were verified with a Node script before release: no tunnelling through blocks at full speed, jump height clears a two-tile gap, the flag has ground under it, and every enemy stands on a platform.

A note on naming

This is an original game. It is not affiliated with, endorsed by, or derived from any existing game franchise — no third-party artwork, names, audio, or level data are used. The genre conventions (run, jump, stomp, flag) are just that: conventions.


© 2026 Weiren Feng. All rights reserved.

About

Side-scrolling platformer where the player character is my GitHub avatar — run, jump, stomp, collect, reach the flag

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