
Robo Rescue
Flip gravity, push crates, wake your friends

A small ninja with a red scarf runs the roofs of a neon city at night: tiled eaves, water tanks, paper lanterns and glowing shop signs, with rain that comes and goes and a huge moon behind the towers. Run, wall-jump up a shaft between buildings, air-dash through a rain blind and reach the shrine gate before the clock beats par.
Did you like Ninja Rooftops?
Ninja Rooftops is a precision platformer about one rooftop route and the clock. Thirty short courses run across three districts — the low tiled roofs of Lantern Street, the shutters and sign wires of Neon Market, and the wind-blown Sky Towers — and every one of them is a line you learn: where to jump, where to kick off a wall, where to spend the one air dash you get. A run lasts under a minute. Getting the gold time takes rather more than one.
The movement is the whole game. Jumps are as tall as you hold them, you keep a few frames of grace after running off an eave, and a jump pressed early still fires the moment you land. Slide a wall and kick off it, cling for half a second while you line up the next kick, catch a ledge on the way down and pull yourself over it, or hold down at speed for a crouch-slide under a low shop sign. The air dash refreshes when you land or touch a wall, punches through hanging rain blinds, and is the only thing that crosses the widest gaps. Three shuriken per course knock out a watchman's lantern or hit a far switch to roll a shutter up.
The city is trying to stop you: spinning roof fans, sign wires that pulse live on a timer, tiles that crumble a beat after you stand on them, updraughts and crosswinds between the towers, and lantern-carrying guards whose pool of light sends you back to the last stone lantern you lit. Every course keeps a best time, a gold, silver or bronze medal, a ghost of your best run to race, and one coin hidden off the obvious line. Keyboard or touch, and everything is kept in your browser.
Ninja Rooftops is about learning one line through each course. Use your first runs to find where to jump, which walls to kick off and where to spend your single air dash; the medal comes later. The dash refreshes when you land or touch a wall, so you can often use it early and earn it back on the next wall, but keep it for the widest gaps when nothing will refresh it in time. It is also the only way through a hanging rain blind.
Lean on the forgiving parts of the movement: a jump pressed slightly early still fires on landing, and you have a few frames after running off an eave. Jumps are as tall as you hold them, so tap for small hops. The wall-cling gives you half a second to line up the next kick, so there is no need to rush it. Count your three shuriken, since far switches and watchmen's lanterns may need them. Stay out of a guard's pool of light, or you go back to the last stone lantern you lit. Race the ghost of your best run to see where you lose time, and press R to restart.
Yes. Ninja Rooftops is free to play in your browser on Kiloo. There is nothing to download and no account to create. Your best times, medals and progress are kept in your browser.
Yes. On a phone or tablet you run with the on-screen arrows and jump with the Jump button. On a computer, the arrow keys or WASD run, Space, Up or W jumps, Shift or X air-dashes and Z or J throws a shuriken.
Every course is timed against a par, and your time earns a gold, silver or bronze medal. A run lasts under a minute. Each course also keeps your best time and a ghost of that run to race, and one coin is hidden off the obvious line.
There are thirty short courses across three districts: Lantern Street with its low tiled roofs, Neon Market with shutters and sign wires, and the wind-blown Sky Towers. Expect roof fans, live wires on a timer, crumbling tiles and crosswinds as you go higher.
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Ninja Rooftops
Wall-jump the neon skyline