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Neck Hop

Charge jumps with a gentle bow and hop across round tables, flower pots, gift boxes, and other cute tabletop objects.

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About Neck Hop

Neck Hop is a precision jumper played on a chain of cute tabletop objects — round tables, flower pots, gift boxes — laid out in isometric view. You charge a jump by lowering your head and release to leap, so the distance you travel is set by how long you hold the dip rather than by timing a button press.

This is the only game on the site where head control is arguably better than a keyboard, and it is why the game exists. A charge mechanic wants a slow, analogue, held input, and that is exactly what a neck is good at — where a keyboard gives you a binary key-down, lowering your head is a physical gesture with a natural sense of how far you have gone. A full charge takes 1800 milliseconds and spans jump distances from 105 up to 505 units, with the character dipping visibly as you charge so you can see the power building.

Landing within 14 units of the target counts, and landing within 18 counts as perfect. The head press threshold sits at 0.022 with release at 0.009, and the game compensates for baseline drift within a 0.007 zone, so it keeps working when you slowly settle into your chair over a long session.

How to play

  • Lower your head — start charging; the longer you hold, the further you jump
  • Raise your head back up — release the jump
  • Space, Down or S — charge and release on the keyboard
  • A full charge takes 1.8 seconds and covers up to 505 units
  • Land on the next object to continue; miss and the run ends

Tips & tricks

  • Watch the character, not the target. It dips visibly as you charge, and reading your own charge level is far more reliable than estimating the distance ahead.
  • Aim for perfect landings, not safe ones. The perfect window at 18 units is actually wider than the ordinary landing radius of 14, so committing to the centre is both higher-scoring and safer.
  • Release cleanly. The press and release thresholds are separated deliberately, so lifting your head decisively avoids a half-registered release that fires the jump short.
  • Short gaps still need a real charge. The minimum jump is 105 units, so a barely-there dip on a close target overshoots more often than it falls short.
  • The game tracks your neutral position as you drift, so if it stops responding, sit back to the posture you started in rather than dipping harder.

Frequently asked questions

How do I control the jump distance?
By how long you hold your head lowered. A full 1.8-second charge covers the maximum distance of 505 units.
Is Neck Hop free to play?
Yes, free in the browser with no install.
Can I play it on the keyboard?
Yes. Space, Down or S charge and release the jump.
What counts as a perfect landing?
Landing within 18 units of the target centre. The ordinary landing radius is 14 units.
Does the site record my camera?
No. Head tracking happens locally in your browser.

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