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One-button runner

Firefly Hop: one button, one frog, endless moss

A side-on runner through a twilight wood. Time your jumps over toadstools and snails, duck beneath moths, and gather glowing fireflies as the forest speeds up.

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Firefly Hop puts our frog on a mossy forest floor and sets it running to the right, all on its own. Behind it, a darkened woodland painting drifts slowly past; in front, silhouettes of grass and ferns rush by closer and faster. Your job is a single one: decide when to jump. It sounds simple, and for the first few seconds it is, but the forest has a habit of getting busier just when you start to relax.

Toadstools and snail rings sit on the ground, moths swoop in low, and fireflies bob through the air in gentle arcs. Every metre you cover adds a point and every firefly you catch adds ten more, trailing a soft glow. Touch an obstacle and time slows for a heartbeat, leaves burst into the air, and the run is over.

How to play Firefly Hop

  1. Press Play and the frog sets off along the forest floor straight away, running right at a steady pace.
  2. Tap, click, press Space or the Up arrow to jump over a toadstool or snail ring in your path.
  3. Hold the button longer for a higher, floatier leap, and tap again in mid-air for one extra jump.
  4. Steer your arcs through bobbing fireflies to collect ten points each on top of your distance points.
  5. Avoid every obstacle as the speed slowly rises; a single bump ends the run and records your score.

Firefly Hop controls

Mouse / touchTap or click anywhere on the stage to jump; hold for height, tap again for the mid-air jump.
KeyboardSpace or the Up arrow jumps; hold the key for a taller leap and press again in mid-air.

Getting better at Firefly Hop

  • Use short taps for toadstools and snails; a full held jump can carry you down into the next one.
  • Keep your mid-air jump in reserve. It is your rescue when a moth appears just after you leave the ground.
  • Low-flying moths are usually easier to stay under than to clear, so a little patience often wins.
  • Chase a firefly only when the ground ahead is clear; ten points are never worth an early ending.
  • As speed builds, jump slightly earlier than feels natural, because the frog covers more ground per leap.

Built so every gap can be cleared

The rule we never broke while building Firefly Hop is that every obstacle can be jumped. Spacing is checked as the run is laid out, so when you clip a toadstool it is down to timing, not an impossible gap. That is what makes the next attempt feel worth it. You always know exactly what went wrong, and you nearly always know how to fix it on the next run.

Speed rises gently rather than in sudden steps. The first stretch is almost lazy, which gives newcomers time to learn the feel of a held jump. By the time the moss is racing past, your thumb has learned the rhythm, and the challenge is keeping your nerve. That gentle curve is why a first-time player and a seasoned hopper can both enjoy the same opening seconds.

Distance or fireflies: choosing your kind of run

There are two ways to grow a score. Distance pays steadily, one point per metre, and simply rewards staying alive. Fireflies pay in bursts of ten, but they bob in arcs, so reaching them can mean a higher jump than the ground needs.

Early on, fireflies are nearly free and worth every detour. Later, when the floor is busy and the pace is quick, a careful runner ignores the awkward ones and banks metres instead. Knowing when to switch from greedy to careful is where personal bests are made. Watching the distance counter tick past your old best while a trail of fireflies glows behind the frog is one of our favourite feelings in the whole glade.

Questions about Firefly Hop

You get your normal jump plus one extra jump while airborne. Once both are used, the frog has to touch the ground before it can jump again.

Yes, gradually. The pace ramps up gently over the course of a run, so the forest feels noticeably quicker after a minute or two of good hopping.

Each metre you run adds one point, and each firefly you collect adds ten. Your distance, points and best are shown while you play. Beat your best and the new number is saved straight away.