Trap Hall
ActionFree to playReach the glowing door while the hall betrays you: fake floors, spikes and a runaway door.
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Trap Hall is a ten-floor troll platformer with one rule that never changes: reach the glowing green door. The hall fights back with five kinds of traps, and each floor introduces a new way to betray you. Crumbling tiles shake for about half a second after you step on them, so keep moving. Fake tiles look pixel-identical to solid blocks and vanish the instant you touch them — floor one teaches you to jump gaps, floor two teaches you not to trust the bridge. Pop-up spikes hide inside the floor as a thin dark slot and spring up the moment you walk within a step of them, so hop over every slot you spot. Ceiling droppers are the grey blocks overhead: walk underneath and they plummet, so bait one, step back, let it land, then hop over the rubble. Floor seven adds the nastiest trick — the door slides to a spot across the room the first time you get close. Deaths only reset the current floor and tick the counter, they never end the run, so every floor is a memory game as much as a platformer.
Controls
- Arrow keys or A/D to walk, Space/W/Up to jump
- On touch: tap the hall to hop toward your finger
- Tap straight above the runner to hop in place
- Pause and restart buttons live under the canvas
Tips & Tricks
- 1Treat every thin slot line in the floor as a pop-up spike and jump it early
- 2On crumbling tiles never stop walking — they let go after roughly half a second
- 3Bait ceiling droppers from the edge of their range, then pass once the block has landed
- 4When the door runs away on floor seven, follow it — the second spot is always reachable
- 5Fake tiles look pixel-identical to solid blocks, so on a new floor treat every unfamiliar bridge as suspect and test it with a short hop
Frequently Asked Questions
Does dying end the run?
No. A death restarts the current floor instantly and adds to the death counter shown at the top right.
How do I spot fake tiles?
You cannot by looks — they are deliberately identical to solid blocks. Fall once, remember the spot, jump it next time.
How is the score worked out?
Each cleared floor pays 150 points plus 25 times the floor number, and your best total is saved locally.
How many floors are there?
Ten, each introducing a new way to betray you, ending with the door that slides away from you on floor seven.
Is there a score?
The run is about reaching the door. Deaths only reset the current floor and tick a counter, which makes it a memory game as much as a platformer.
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