A small diversion

Catwalk

One long, winding beam and nine lives. Drag to keep a cat balanced as the road narrows, curves, splits into two lanes that meet back up, and — deeper in — opens into gaps you have to line up a ramp to clear. Nine biomes run sky to core: Rooftops, Treetops, a garden fence, a bookshelf, an attic, a basement, a storm drain, a crystal cave, and finally the Core itself. Every fall costs a life and drops you into the next one.

Score0
Biome1
Lives9
Tap or drag to keep walking

A Windy Road. 9 Lives. Where Will You End Up?

Drag anywhere (or ←/→) to steer — it always moves him relative to where he already is, so a stray tap never yanks him across the beam. In the later biomes, line up on the narrow ramp before a gap to launch across it, and watch for roads that split in two.

Moving. Drag anywhere on the beam, or use the arrow keys — dragging always moves him relative to wherever he already is, so a stray tap or a mouse that drifted mid-fall never yanks him somewhere dangerous. Teetering. Lean too far off center and he starts to wobble; pull back before the wobble runs out, or he falls. Forks. From the very first biome, the road can split into two lanes that run apart and rejoin — both are equally real, so whichever one you're standing on is the ground under his feet. In the later biomes some forks don't rejoin at all: one lane narrows away into nothing, and picking it is an unrecoverable fall. Gaps and ramps. Deeper in, the beam sometimes opens into a real gap. Stay on the narrow ramp leading up to it and he launches across on his own; drift off the ramp and the ordinary edge-teeter catches you before you even reach the edge. Power‑ups ride the beam as glowing tokens: a shield blocks the next fall (you'll see a bubble around him while it's active), a lightning bolt speeds the whole beam up, butter makes his paws slip, and a skull costs a life outright — that last one tends to sit dead center, so it's hard to avoid by accident. A spinning purple cube is a mystery: pop it and it reveals a random effect, good or bad. Falling costs a life and drops you into the next biome down, but your total distance keeps climbing — a fall never resets your score, only the difficulty ramp within that biome. Between biomes the beam stops dead and waits for you to tap or drag again, so you always get a beat to find your footing before it starts moving.

Shield — blocks the next fall
Speed — the beam moves faster for a bit
Slippery — his paws lose their grip
Skull — costs a life outright
Mystery cube — a random effect, good or bad