Horizon Nexus

Ping

A platformer where the traps are invisible — fire a sonar ping to flash them for a heartbeat, then thread the gap blind.

About This Game

Ping is a precision platformer played almost entirely in the dark. The level is there — floors, gaps, moving hazards, a green door at the end — but you can't see it. What you get is a ping: a pulse of light that reveals the geometry around you for a moment before fading back to black, and a limited number of them that recharge over time.

So the game becomes memory and nerve. You ping, you read what's ahead in the half-second you have, and then you move through it from memory while the room goes dark again. Death is instant, but it's also free — you restart the same room immediately, one attempt wiser.

How to Play

Move with the on-screen ◀ ▶ buttons or the arrow keys, jump with ⤒ or Up, and fire a ping with ◉. Each ping lights the room briefly then fades. You start with three charges and they refill on a timer, so pings are a resource to spend rather than a light switch to hold down.

Reach the green door to clear the room. There are six rooms in a run, and your score is how few deaths it took you — not how fast you were.

Strategy Tips

  • Ping before you jump, not during it. A ping fired mid-air reveals the landing you're already committed to instead of the one you could still choose.
  • Fewest deaths wins, so a slow, well-lit crossing beats a fast blind one. There is no time pressure — only your own impatience.
  • Charges recharge on a timer, so pausing on a safe ledge to bank a charge before a hard section costs you nothing that's scored.
  • Memorize the shape, not the pixels. You only need to know where the edges and gaps are to cross a room from memory.
  • When a room kills you repeatedly, spend a whole charge standing still just to read it properly. Restarts are free; guessing is what costs you.

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