

Platformer · New game
Midnight Swag
A free browser heist platformer where trampolines do the work of stairs, every run generates a fresh street of mansions, and the police can only grab you with your feet on the floor.
#51 this weekAI-assisted: Code, Graphics, Sound
The game runs in this tab. No install, no account.
The short answer
Midnight Swag is a free HTML5 platformer about robbing mansions where stairs do not exist and trampolines do all the lifting. Each run builds a new street of houses, each house hides five treasures, and bored police, lock-picking detectives, pacing dogs and wall-drifting ghosts stand between a clean getaway and a reset to the first mansion.
What is Midnight Swag?
Midnight Swag is a free browser platformer that treats a burglary as an obstacle course. The wealthy are out at a ball, their mansions are standing empty, and the job is to enter through a window, lift five treasures, and leave by the same opening. What makes it awkward is the architecture: no staircase connects the floors, so a trampoline is the only route upward.
The setting is a street of mansions rather than one fixed course. Every run builds a new row of houses, so the layout that greets a first attempt will not be the one that greets the second. Play is the endless option, Practice strips out the police and the clock, and Classic 20 lines up twenty mansions assembled by hand.
It arrived on 31 October 2026 as an HTML5 title that starts in a browser, and it is still in development, so details may shift. Its lineage is an old ZX Spectrum game, rebuilt around trampoline shafts, holes in the floor and a lot of very bored policemen.
How to play
Each house asks for the same short sequence: find a window, get inside, collect five treasures, and exit the way you entered. Everything in between runs on trampolines. Step onto one and it carries you to the top of its shaft; press left or right as you pass a floor and you leap off onto it. Walking off a ledge instead drops you through the hole below.
The police can only catch you while your feet are on the ground. In the air you are untouchable, which turns every bounce into a small safe window and every landing into a risk. That safety has a limit: four bounces without touching down leave you puffed out, so hitting a floor to get your breath back is part of the routing rather than a mistake.
Doors matter. Shutting one behind you buys time, because the police knock, wait, and then barge in. The houses also wrap at the sides, so running off the left edge brings you back on the right and escape routes are shorter than they look. Lose your last life and the run sends you back to house one.
Controls
Keyboard play uses the arrow keys or A and D to move, down or S to cut a bounce short, Space or E for opening and shutting doors, Esc or P to pause, and N or M for music and sound. On-screen buttons mirror the same set for touch input: left and right arrows for movement, a down arrow to stop bouncing, a door button, a pause button, and separate music and sound toggles.
One quirk is worth knowing before the first jump: the game needs a click before the keyboard responds. Click the play area once, then use the keys. Fullscreen is the recommended way to run it, and the touch layout gives the same actions without a keyboard.
| Input | Action |
|---|---|
| Left and right arrow keys, or A and D | Move |
| Down arrow or S | Stop bouncing |
| Space or E | Open or shut doors |
| Esc or P | Pause |
| N and M | Toggle music and sound |
| On-screen left and right arrows | Move on touch screens |
| On-screen down arrow | Stop bouncing on touch screens |
| On-screen door button | Open or shut doors on touch screens |
| On-screen pause button | Pause on touch screens |
| On-screen music and sound buttons | Toggle audio on touch screens |
Tips for your first run
The trampoline is a timing puzzle, not a lift. Riding one to the top of the shaft is rarely the point; the skill is picking the floor you want and peeling off as you pass it. Land often, because the four-bounce limit arrives faster than it sounds, and a tired bounce at the wrong moment drops you next to a policeman.
Practice mode is the cheapest way to learn this. There are no police and no clock there, so a wrong leap costs nothing but a second.
- Open Practice first and spend a few minutes learning how a shaft delivers you to each floor before touching Play.
- Touch down between bounces to reset your breath rather than chaining four and running out of steam mid-climb.
- Shut doors behind you; the police knock, wait, and only then force entry, which buys the seconds you need to reach a window.
- Remember the houses wrap at the sides, so running off one edge is often quicker than doubling back through the interior.
- Treat mystery boxes as a gamble: outcomes range from a mansion-wide blackout or a police donut break to fast feet, invisibility, a whistle that summons every officer, and a swap that turns everyone into a burglar.
Content and replayability
Three modes cover different appetites. Play is the endless one: a procedurally generated street of mansions that keeps coming until the lives run out, with a return to house one after the last one is lost. Practice removes the police and the clock so trampoline timing can be learned without consequences. Classic 20 replaces generation with twenty mansions built by hand and played in order.
The opposition keeps the houses from feeling interchangeable. Police walk a beat and only change direction at trampolines, so their patrol lines stay readable. The detective is quicker, stays on your trail, and picks locks. Dogs pace the floors. Ghosts drift through walls and can only touch you while they are solid.
Mystery boxes pop up around each house and produce one effect at random: everyone becomes a burglar, the lights go out, the police stop for donuts, you gain fast feet, you turn invisible, or a whistle brings every copper running. Runs are short by design, which suits the endless format and makes a restart cheap.
Presentation and performance
The look leans on the ZX Spectrum era that inspired it: mansion interiors rendered in a retro register, with bored police, pacing dogs, drifting ghosts and a lock-picking detective sharing the same floors. Two display fonts, Fredoka and Luckiest Guy, carry the text, and their licence files ship alongside the game.
It runs as an HTML5 build in the browser, and two practical notes improve the experience: click the game once so it captures the keyboard, and play in fullscreen rather than in a small window.
The initial code was produced with AI assistance, then hand-tested, debugged and refined. Feedback on bugs and improvements is welcomed while the game remains in development, which is worth remembering if something behaves oddly during a run.
Who should play it
Midnight Swag suits players who like a platformer with a puzzle spine. The trampolines turn every floor change into a timing decision, and the rule that only grounded feet can be caught rewards planning rather than pure reflexes. The generated street and the endless Play mode will appeal to anyone who enjoys a roguelike loop in short bursts, while Classic 20 offers a fixed sequence for players who prefer authored challenges to generated ones.
Retro players with fond memories of ZX Spectrum burglary games are the obvious audience, and the free price makes trying it easy. Newcomers should open Practice first, since a house with no police and no clock is the cheapest place to learn how a trampoline shaft behaves.
It is not a long-session game, and it is not finished. Anyone who wants a feature-complete release may prefer to wait; anyone happy to play something in development and report bugs will find plenty to do in the meantime.
Screenshots
How we tested it
The build was loaded from games.debutplay.com in a headless Chromium session on ; the canvas started and no request was blocked. The guide was last checked on .
From the developer
Built using AI assistance for initial coding, and extensively hand-tested, debugged, and refined by me.It's a take on an Old Zx Spectrum game that robbed me many hours.Feel free to comment with bugs and improvementsThe toffs are at the ball, and their houses won't stay empty for long. Break in through a window, grab five treasures, and get back out the way you came. Then do it again in the next house. And the next. There are no stairs, only trampolines, holes in the floor and a lot of very bored policemen. ### How it plays - **Trampolines are the only way up.** Step on one and it carries you to the top of its shaft. Press left or right as you pass a floor to leap off onto it. - **Walk off a ledge** and you jump down the hole. - **You can only be caught with your feet on the ground.** In the air, you're untouchable. - **Four bounces in a row** and you're puffed out. Touch the floor to get your breath back. - **Shut doors** behind you.…
Frequently asked questions
Is Midnight Swag free to play?
Yes. It is a free HTML5 game that runs in the browser. It is still in development, so features and balance may change after release.
How many treasures do you need in each house?
Five. You break in through a window, collect five treasures, and then get back out the way you came before moving on to the next mansion.
What is the difference between Play, Practice and Classic 20?
Play is an endless run of procedurally generated mansions. Practice removes the police and the clock for learning. Classic 20 is twenty hand-built houses played in order.
Can the police catch you while you are bouncing?
No. You can only be caught with your feet on the ground, so time in the air is safe time. Ghosts are different: they can only get you while they are solid.
What do the mystery boxes do?
Each one triggers a random effect: everyone becomes a burglar, the lights go out, the police stop for donuts, you get fast feet, you turn invisible, or a whistle summons every officer.
How many bounces before you run out of energy?
Four bounces in a row leave you puffed out. Touching a floor restores your breath, so landing deliberately is part of planning a route through a shaft.
What games are similar to Midnight Swag?
The closest matches on DebutPlay are ONE SECOND LEFT, RUN, //TODO: Save the Dev. They share the same genre, so the controls and the pace carry over.
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