Game Idea

Knight's Run

2 July 2026

Playable platformer procedural generation endless runner prototype

A procedural side-scroller: run a knight through a shifting night, hop pits, stomp foes, and lance-dash through them. Move with WASD, dash with Shift — and you can't go back.

Playable prototype — have a go

The idea

A pocket-sized endless runner to feel out procedural level generation and game feel. The level is never authored — ground segments, gaps, floating platforms, coins, and enemies are generated just ahead of the camera and culled behind it, so every run is different and the world is effectively infinite. A small state machine rotates the terrain through four kinds of stretch, each a normal run apart: solid ground, a chasm of islands to hop over a bottomless drop, a wall set-piece — a solid tower you scale by parkouring up ledges on its face to crest the summit — and a climb, an ascending stair of floorless ledges — with sprung trampoline pads that fling the knight far up to the next tier (bounce into an up-dash to go higher still), where a miss means the void. The camera pans up to follow the knight whenever the route heads skyward.

The core loop

Move with WASD or the arrows, Space / W to jump, Shift to lance-dash in whatever direction you’re aiming (hold WASD to point it) — jump then W + Shift to dash upward for extra height. Hold S to crouch and coil; release it for a springy charge-jump that earns you a mid-air double jump, or press S + Space on a floating platform to drop through to the one below. The dash is both traversal and attack: barrel through a foe with the lance out and it’s slain; come down on one’s head to stomp it. Sprung trampoline pads dotted through the run fling you up to crystals perched high overhead. The world only scrolls forward and the left edge is a closing wall, so there’s no going back — press on. Miss a landing and you’re struck down, but you’re one press of Space from riding again. No lives, no punishment for dying — the fun is the reason to continue, not the fear of loss (see The Graceful Exit).

What’s here

The core: procedural generation, momentum-based movement, jump physics, a directional lance-dash (with an air-dash for vertical play), an advancing left wall, and three foe archetypes — a ground walker you can stomp or lance, a spiker whose crown of blades means only the lance will do, and a bobbing flyer you meet in the air. Every kill bursts a shower of coins, so foes pay out rather than merely block. There are coins, spikes, pits, a parallax night sky, and rare emerald gems perched high above the run — reachable only by chaining a jump into an up-dash. All of it is wrapped in juice: squash-and-stretch, dash trails, landing dust, coin pops, screen shake, and a knight who leans into the run. Tuning comes next.

Referenced reading

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