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Arcade · GAME GUIDE

Cinder's Trap House guide

A trap platformer in which you run with Cinder through twelve short rooms to each exit door. Every room introduces one new trap and later rooms mix the ones you have learned, but every trap glows or shakes before it moves. A fall puts you back at the start of the room after 0.6 seconds, so the real skill is reading the signal and choosing whether to jump or wait.

Cinder's Trap House game artwork
Genre
Arcade
Difficulty
Normal
Players
Solo
Controls
Move pad · ←→/A D · Jump button · Space/↑/W · R restart room · Gamepad

How to play

  1. Pick a room and start. The clock does not run until your first move or jump, so take a moment to read the layout.
  2. Run with the ◀▶ pad, ←→ or A/D, or a gamepad stick or D-pad, and jump with the Jump button, Space, ↑ or W, or gamepad A. A short press hops; holding longer jumps higher.
  3. A jump pressed just after you leave a ledge or just before you land still counts, so run all the way to an edge instead of jumping early.
  4. Get past spikes, crumbling floors, rising spikes, rhythm spikes, crushers, springs, buttons and gates, and runaway doors, then touch the door to leave. Press R to restart the room.
  5. Clearing a room unlocks the next one. Reaching the door, carrying the gem and never falling each earn one of up to three stars.
  6. Score is 1,000 for the clear, plus 300 for the gem, 300 for no falls and 20 per second under the room's target time, minus 60 per fall (up to 600).

Strategy tips

  • Rising spikes make their plate glow when you come within three squares, then rise 0.3 seconds later for one second. Jump the moment you see the glow, or stop and wait for them to sink.
  • Crumbling floor gives way 0.45 seconds after you land and returns about 2.6 seconds later. Never stop on it; cross in one go.
  • Rhythm spikes are up for 0.9 of every 2 seconds, and each column runs slightly behind the one to its left, so the gap rolls to the right. Run along with the gap.
  • A crusher shakes for 0.45 seconds once you are within two and a half squares, slams to the floor, holds briefly and lifts. Let it slam once, then pass while it rises.
  • A runaway door slides once to where its arrow points when you get close, and only opens after it has finished moving. Plan your route to the arrow's end.

Common questions

What happens if I fall after picking up the gem?

A fall resets Cinder, the traps, gates, door and the gem to the start of the room. To earn the gem star you must reach the door on the same attempt in which you collected it.

I missed the no-fall star. Can I still get it?

Falls keep counting while you retry from the start of the room. Restart the room with R or the restart option to reset the time, falls and gem, then try again for a clean run.

I pressed the button but the gate closed again.

A button opens every barred gate in the room, but a fall closes them again. Step on the button first on every new attempt.

Is my progress kept if I leave the window?

Hiding the tab or losing focus pauses the game. Progress inside a room is not saved, but unlocked rooms and best scores per room stay in this browser.

← All game guidesLast updated 2026.10.23