Trapbait: Trap Platformer GAME
That was the setup.
Trapbait is a 2D trap platformer built on a single idea: the level looks fair, and then it isn't. Floors vanish halfway through your jump. Spikes drop from a ceiling you already walked under. A wall appears in a corridor you just ran down. The exit door waits patiently until you're close enough to touch it, and then it leaves. Sometimes there are two doors and one of them is red. Every death is your fault in the sense that you chose to trust something. Controls are a floating analog stick and a jump button: tight, precise, and completely deterministic. The traps are the difficulty. The buttons never are.
It is a hard game and an unfair one on purpose. If you have ever rage quit a troll platformer, you know the shape of it: the jump is not difficult to execute, it is difficult to believe. Nothing here is impossible. It is not the hardest game ever made, only the least honest one, and every trap is survivable the second time because the level lies the same way every single attempt.
It plays offline. No wifi, no signal, no connection of any kind. On a plane, on a bus, in a lift with one bar. Nothing in this game has to phone anywhere before it lets you jump.
New levels and new worlds land regularly, and the map has no total on it and no end screen. However far you get, there is one more.
It's free, ad-supported, and there is nothing to buy. Checkpoints appear mid-level at no cost. If you want one to be permanent, so deaths send you back there and it survives closing the app, you spend an Anchor, which comes from an optional rewarded video. Skip every ad and you can still finish the entire game. Slower, angrier, but finished.
FEATURES
• Handmade trap levels on a map that keeps growing: meadows, rust works, badlands, rooms in the dark, frozen summits, towers that go up. New worlds keep arriving.
• Level 1 plays it straight. Nothing after that does.
• Disappearing floors, ceiling spikes, phantom walls, and a door with commitment issues
• A red door that looks exactly like the exit, in the exact place the exit should be, and is not the exit
• Floating analog stick and a jump button. Precise, responsive, deterministic. No input excuses.
• Precision platforming with no random deaths. The trap that killed you will kill you the same way next time, which is how you beat it.
• Free mid-level checkpoints; make one permanent with an optional Anchor
• No paid unlocks, no premium tier, no pay-to-win. Ads are always optional.
• Deaths are instant and restarts are instant, so you can fail at speed
• Rising water, rolling balls, ice, conveyors, bounce pads and inverted gravity. The traps keep getting stranger.
• Towers you climb instead of run, where the door sits at the top right up until you reach it
• Angels that hand you Anchors, right up until they don't
• Characters you unlock by playing badly. One costs a hundred deaths. One costs five thousand.
• Level names as warnings you'll ignore: Mind the Gap, Look Up, The Door, Don't Look Back, Bait, Low Bridge, Commitment, The Ferry, Last Call
• Rage platformer difficulty, for players who like troll platformers, trap games, obby and parkour levels, hard offline games, and being personally insulted by level design
• Plays offline with no wifi. Cloud save carries your progress to your next phone.
Learn the trap. Die to the next one.
subway surf 
