Hop Kingdom,
run, jump, stomp.
A run-and-jump platformer the old way: hand-built levels, coins in the blocks, walkers to stomp and spikers to dodge, a flag at the end of every level and a handful of lives to get there on.
- Score
- 0
- Best
- 0
- Coins
- 0
- Lives
- 3
- Clears
- 0
Run, jump, and stomp your way to the flag.
Arrows or A / D move · Space jumps · or use the touch pad← → or A / D run · Space / W / ↑ jumps — tap to hop, hold to leap · P pauses
Use the pad on the field: left and right to run, the big button to jump — tap to hop, hold to leap
How Hop Kingdom works,
in short.
- Step 01
Run right. Tap to hop, hold to leap.
Move with the arrow keys or A / D, and jump with Space, W or the up arrow — on a phone, use the pad drawn over the field. A quick tap is a short hop of about two tiles; holding the button carries you up more than four, enough to clear a three-block wall or a five-tile pit at a run. Fall into a pit or touch a spike bed and you lose a life.
- Step 02
Stomp the walkers. Never the spikers.
Landing on a brown walker from above squashes it and bounces you — keep jump held for a higher bounce, and each stomp before you touch the ground is worth double the last. Walking into one from the side costs a life. The teal spiker is the exception: those spines hurt from every direction, so jump over it or wait for it to turn at a ledge.
- Step 03
Bump blocks, bank coins, reach the flag.
Hit a gold ? block from underneath to pop a coin out of it (a heart block pops an extra life); it turns grey once spent. Loose coins are worth points too. Green checkpoint flags along the way become where you respawn after losing a life, and touching the tall pole at the end clears the level — the seconds left on the clock become bonus points, and the next level unlocks for the picker above the field.
Hop Kingdom questions, answered.
Two kinds, and the difference is the whole game:
- Walker — The brown one. Land on it from above to squash it and bounce; hold jump as you land for a higher bounce. Touch it from the side and you lose a life. Bumping a block it's standing on launches it too.
- Spiker — The teal shell with spines. It hurts from every direction, including from above, so jump over it or use the ledges. It never walks off an edge.
Stomps chain: every walker squashed before your feet touch the ground is worth double the one before, up to 3,200 points.
- Gold ? block — Jump into it from underneath and a coin pops out for 200 points. It turns grey once it's spent.
- Heart block — The same, but it pops an extra life instead of a coin. There's one hidden in each level.
- Bricks and pipes — Solid. You can stand on them, walk along them and bump them, but they don't break.
- Coins — Loose coins are 100 points each; just run through them.
- Spikes — The grey beds on the ground. Touching the points costs a life — hop over them or cross on the bricks above.