
STOOP

You are a dragon, and the sky is full of treasure.
Hold the button and you ring up the thermal, riding the warm air toward the sun. Let go and gravity takes you, and the longer you fall the harder you fall. A dragon has real weight: climbing out of a dive costs more sky than falling into it, and the speed you carry is yours to spend or to regret. The crags are the judges. Thread them fast and low and the sky pays double; misjudge one wingbeat and the rock keeps everything you were carrying.
One button
Any key, any mouse button, any tap. That is the whole control scheme.
- Hold to climb. The thermal is patient, but the sun is spending the whole time you ride it.
- Let go to stoop. Speed builds all the way down, and momentum does not forgive late ideas: every dive is a commitment to gravity that you buy your way out of in altitude.
The hunt
Sun-caught loot rides the same thermals you do, gems glinting on the rising air. Stoop through a gem and you strike it into your carry. Line up your strikes and the carry chains, each link paying more than the last. Colour and size set the base value: green, red, blue, gold, and the diamond that pays like a whole hoard at once.
The richest gems hang tight against the crags. Shave close and they pay double, then quadruple, and flying that bold stokes your HEAT, a style multiplier that rides your entire run. Fly reckless, and the sky pays reckless.
Cache it, or lose it
A teal-glowing hoard waits on the rock. Stoop into it and you cache the carry: banked, safe, kept for the night. Clip a crag or find the sea and the crags keep everything you were holding, and one of your three lives with it. A dragon has three crashes in it, for the whole journey. Spend them like they matter. (Scraping the cave roof only knocks you back down, bruised and lighter on pride. The rock is patient. The sea is not.)

Dawn, noon, dusk
The day runs on the sun. Dawn is open and forgiving. Noon crowds the sky with crags and turns the loot richer and sharper. Dusk pulls the light down and stacks the risk. When the sun touches the sea it is last light, and the night takes whatever you never cached.
Everyone flies the same sky on the same day. The date is the seed, so today's run is the same sky for every dragon alive. Come back tomorrow for one that no one has flown yet.

The long journey
The hoard carries over. Grow it by nightfall and the dragon flies on into the next day: faster, richer, and tighter, the cave roof pressing down while the sea climbs to meet it. End a day with nothing new in the hoard, or run out of lives, and the journey is over. Your best flights stand on the scoreboard, ranked by hoard and by how many days you lasted.

How many days can one dragon climb?
Built with
Made in Godot 4.7 for the One Button Jam 2026.
Type set in Ubuntu, under the Ubuntu Font Licence.
Art, code, and score by N00bKoder. Released under CC BY 4.0.
| Published | 4 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Release date | 4 days ago |
| Author | N00bKoder |
| Genre | Action |
| Made with | Godot |
| Tags | Arcade, daily, Difficult, Dragons, Godot, High Score, one-button, Pixel Art, Score Attack, Singleplayer |
| Asset license | Creative Commons Attribution v4.0 International |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| Accessibility | Color-blind friendly |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |





Comments
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Lil dino is sooooo cute! I love that each of the gems has a different sound / gets higher notes so it sounds like a song. Adorable!