Tigron GAME
You start on a ledge in the middle of the screen. The view slides downward and never stops, so the only way to stay in frame is to keep dropping to the next platform below. There is no jump button. You steer left and right, walk off the edge, and let gravity handle the rest.
The descent speeds up the longer you last, which turns a calm first minute into a scramble.
How it plays
Touch and hold anywhere and the tiger walks toward your finger. Lift to stop.
Step off a ledge to drop to the one under it. Aim for a landing, or ride the fall a little longer to gain ground.
Two of the four platform types crack under your weight and fall apart a couple of seconds later, so a ledge you are standing on is not a place to rest.
Paper lanterns slide along lines strung across the gaps between platforms. Touch one and the run ends, so time your drop and pick your side.
Gold ingots, red envelopes and lucky oranges sit on platforms along the way. Collect them as you pass; at the end of the run each kind is counted up and paid out in coins.
Linger near the top of the screen and the rising edge catches you. Keeping ahead of it is the whole game.
What keeps you going
A best score that follows you between runs, so every attempt has something to beat.
Six daily missions, each with its own reward: jump a set number of times, clear lanterns, collect items, or reach a target score. They reset every day and pay out different amounts, so the small ones are worth finishing and the big one is worth chasing.
A clan board that ranks your trophy count against the rest of your roster, with a place that climbs as your scores add up.
Coins that accumulate from the items you gather and the missions you finish.
Made to be picked up
Portrait orientation and single-touch controls, so it plays comfortably in one hand.
Music, sound effects and vibration can each be switched off in settings.
Short runs by design. A game lasts a minute or two, which suits a queue, a commute, or a break between other things.
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