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Slicing Goal

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Description


Skyward focus defines Only Up Parkour 2, a vertical climb that treats 500 meters not as punishment for mistakes but as a canvas for planning, poise, and steady recovery—how to play: set camera sensitivity low enough to avoid whiplash, walk the first thirty meters to read how your character accelerates and stops, then establish a simple loop—scan, move, pause, adjust—so decisions stay deliberate; jump by pressing once for a standard hop and holding for high-reach lunges, grab ladders with a soft nudge rather than a lunge, and use crouch-jumps sparingly to clear higher ledges without bumping your head; moving platforms broadcast timing with lights and sounds—count their cycle aloud for consistency—and spring pads ask for square feet and quiet hands so you don’t carve off-axis in the air; hazard variety grows: swinging beams encourage patience and centerline landings, boosting vents insist on midair adjustment rather than pre-load guesses, and narrow pipes reward camera discipline more than jump power; tips: plan safe zones every ten meters—a balcony, a wide box, a calm ladder—to break the climb into chapters and protect your progress; turn the camera only when feet are planted to avoid accidental sidesteps; if a jump feels “just barely,” look for a side path, because the main line rarely asks for blind leaps; use shadows to judge depth on pale platforms and listen for the low whoosh that cues a moving lift’s arrival; when you fall—and everyone falls—pull the camera down, breathe, and locate the last safe zone you passed; most layouts hide “ladder backs” or scaffolds that let you recover quickly if you keep your head; in dense sections, anchor your thumb on the screen edge to reduce accidental swipes; practice the “short hop and stick”: a tiny jump onto a ledge with zero forward drift so the next move starts controlled; accessibility options add high-contrast edges, footstep haptics when fully grounded, and an optional guide line that shows the intended route without forcing it; score modes reward clean chapters (no stumbles over 50 meters), efficient routes (fewest jumps), and exploration (hidden souvenirs tucked behind signs or vents); unique blurb: more than a test of reflex, this climb becomes a small lesson in patience and kindness to yourself—look up, choose a step, take it, and recover gracefully if you slip; the moment that sells the experience isn’t the tallest spring but the quiet stand on a tiny beam as dawn light warms the city below and you realize your hands are steady; quick how-to recap: low sensitivity, move-pause rhythm, square jumps, camera stillness on edges, recover with intent; pro pocket tips: break the tower into chapters, listen to cycles, trust shadows, and always land square before you turn; closing feel: a confident, vertical adventure that makes every safe landing feel like progress and every comeback feel like character.



Instruction

WASD Move Space Jump



Specifications

  • Easy to play
     

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