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Bolt & Run

A doodle robot sprints through an abandoned pencil factory, shifting into spring, ball, and plane forms to dodge hazards while a pink eraser closes in.

▶ Play Bolt & RunSwipe/tap or arrow keys

How to play

Bolt is a doodle robot sprinting through an abandoned pencil factory. The factory scrolls faster the longer you survive, hazards keep arriving from the right, and a pink eraser monster creeps up from behind. Dodge, collect bolts and gears, and stay ahead for as long as you can. If the eraser reaches Bolt, or Bolt falls through a gap, the run ends.

A good run is a rhythm: jump the low trouble, roll under overhead beams, glide over broken floor, and keep the eraser behind you.

Three forms

Up, Down, and Right activate Bolt's movement abilities, each built for a different kind of problem:

Jump + boost
Ball roll
Plane glide
Grab points

Controls

Swipe on touch screens or use the arrow keys on desktop. You can also use W or Space to jump, S to roll, and D to glide. A tap jumps, and a second tap or up input in the air fires Bolt's thruster for one extra lift. A left swipe rolls just like a down swipe.

UpUp againDownRight
Swipe up or press Up to spring jump, then use the same input once in the air for a thruster boost. Swipe down or press Down to roll under low clearances. Swipe right or press Right to glide over gaps.

Factory trouble

Most hazards do not instantly end the run, but they slow Bolt down, start a damage and redraw sequence, and let the eraser gain ground. Gaps are harsher: miss the glide and the run is over.

Crates and pencil stacks are ground obstacles. Spring over them, then use the thruster boost for the tallest pencil stacks.
Hanging pipes leave a low clearance. Roll into ball form to slip underneath.
Ink crows fly at changing heights. Duck under them or time a jump around their path.
Runaway paint cans roll along the floor. Jump them cleanly.
Swinging hooks hang from the ceiling and sweep through your path. Watch the swing before you pass.
Ink puddles bog Bolt down and pull the eraser closer.
The eraser is the real timer
A bump is not always fatal, but every mistake gives the eraser a shove forward. Clean movement matters more than grabbing every bolt. If a pickup sits in a dangerous line, let it go and keep running.

Scoring

Distance adds steady points, while each bolt or gear adds 25 points. Your final screen shows your combined score and how many pickups you collected during the run.

Tips

  • Use the second up input as a small thruster boost for tall pencil stacks.
  • Use right-swipe glide early when you see a gap. Waiting too long drops Bolt.
  • Roll under pipes instead of trying to jump into the clearance.
  • Puddles are worth avoiding even when they look harmless, because they slow you down.
  • As the background gets darker, ink crows and ghosts become more common. Keep your eyes ahead of Bolt.
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