Camera
Neck Jump
A webcam-controlled Doodle Jump style climber with left/right head drifting and springs.
All gamesAbout Neck Jump
Neck Jump is a vertical climber: your character bounces automatically off every platform it lands on, and drifting your head left or right is the only control you have. Miss a platform and you fall out of the bottom of the screen. It belongs to the same family as the classic doodle-jumper, but the physics are retuned for an input that cannot be tapped.
The bounce is fixed at 780 units of upward velocity against 1500 gravity, which sets a predictable rhythm you can learn — and that predictability is what makes head drift viable, because you always know roughly how long you have to line up the next platform. Drift speed is 330 units per second, blended at a rate of 10 so it eases in rather than snapping, and returning your head to neutral damps your horizontal motion by 0.85 per frame instead of stopping you dead. Springs appear on 8 percent of platforms and launch you at 1150, roughly one and a half times a normal bounce.
The climb ramps by altitude rather than by time. Vertical gaps start between 78 and 108 units and widen toward 152 as you pass 2800 altitude, horizontal spacing stretches from 170 to 250, and above 900 altitude platforms start moving, eventually reaching 32 percent of them.
How to play
- Drift your head left or right — the character moves that way in the air
- Arrow Left/Right or A/D — keyboard drift
- Bouncing is automatic; you never jump manually
- Springs launch you about 1.5× a normal bounce
- Falling below the bottom of the screen ends the run
Tips & tricks
- Aim for the platform after next. The bounce height is constant, so you always know where you will peak — use the top of each arc to line up two platforms ahead rather than one.
- Neutral is a brake, not a stop. Returning your head to centre damps your drift by 0.85 per frame, so you keep sliding; start straightening a moment before you are over the target.
- Take springs when they are roughly in line, not when they are far off. A spring gains you altitude fast, but you spend the whole 1150-unit launch with no course correction available.
- Above 900 altitude, moving platforms appear and eventually reach a third of all platforms. Land on them near their centre — the edges leave you no margin when they carry you sideways.
- Past 2800 altitude the vertical gaps stop widening. If you can survive to there, the game's difficulty is effectively capped and it becomes a consistency test.
Frequently asked questions
- Do I need to press a jump button?
- No. Bouncing off platforms is automatic — your only input is drifting left and right.
- Is Neck Jump free?
- Yes, free in the browser with no install or account.
- Can I play without a webcam?
- Yes. Arrow Left/Right or A and D provide the same drift control.
- What do the springs do?
- They launch you at about 1.5 times a normal bounce. They appear on roughly 8 percent of platforms.
- Does the game store my camera footage?
- No. Head tracking runs entirely on your device inside the browser.