Skip
ORIGINALHold to aim, release to hop — a longer hold flies further and lands looser.
🎮 1 Player (vs CPU)
Hold A (or SPACE) to charge, release to hop onto a pad
👥 2 Players (one keyboard)
P1: hold A · P2: hold ▲ — release on a pad
📋 At a glance
- Players
- 1–2
- Same keyboard
- Yes
- Mode
- Head-to-head
- On mobile
- Yes — 2 players on one phone
In-game: P pause · M sound · R restart · Esc menu · pick difficulty on the title screen.
Free · No download · No account · An original game made by TwozyGames.
🎮 About This Game
Skip is a one-button pond race and the precision leg of the Triple Crown. Two frogs cross a braided causeway of lily pads: hold your button to charge a hop, release to fly. The gauge accelerates the longer you hold, so a long hop travels further per second of charging — and lands looser, because your release error is magnified and momentum shrinks your footprint. That single trade is the whole input. The course adds the racing: most ranks of the causeway offer a near pad and a far pad, so charge length is also your route; pads sink under a frog's weight and stay sunken for a while after it leaves, so a close rival's trail is water you can read; and if you land on a pad your rival is standing on, it is you who wobbles. First to the far bank takes the round, first to three rounds takes the match.
🎯 How to Play
Hold your key to aim (P1 holds A, P2 holds the up arrow; solo can also hold Space) and watch the marker slide along the water — it shows exactly where the current charge would land, and it speeds up and shrinks as the gauge accelerates. Release when it sits on the pad you want. A landing inside the pad's surface sticks; a miss is a splash, which costs two seconds and puts you back on your last pad. Standing still is not safe either: a pad sinks under your weight in roughly two and a half seconds, faster with two frogs on it, and a fully sunken pad dunks whoever is on it. Sunken pads recover slowly, so the pads your rival has used stay small for a while — route around them, or accept the tighter landing. Landing on an occupied pad is allowed, but the arriving frog takes a wobble penalty, so raids cost the raider. When the far bank is within one big hop, charge long and go.
💡 Tips & Strategy
- ▸Medium hops are the racing line. The two-rank hop is fast and forgiving; the three-rank gamble exists for when you are behind, not for when you are cruising.
- ▸Gamble when losing, never when leading. The sim's clearest number: sizing your risk by the race state beats any fixed habit — and a splash while ahead is how leads change hands.
- ▸Watch the marker's size, not just its position. It shrinks as you charge — that shrinking ellipse IS your landing tolerance, drawn honestly.
- ▸Read the rival's trail. The pads they just used are visibly lower and smaller; the sibling pad of each pair is usually the clean one.
- ▸Do not stand around composing yourself. Your own pad is sinking the whole time you charge — a long gamble held too long ends with the pad going under mid-charge.
- ▸Raiding an occupied pad is a pressure play, not a free hit: you wobble, they do not. Do it to force a tired rival into a bad hop, not as a habit.
- ▸The bank dash is the one hop where overshooting is impossible — anything past the waterline counts. When it is in range, spend the whole gauge.
🛠 From the Devs
Skip's first design had both frogs sharing a single chain of stones, and the simulator killed it in an afternoon: two same-speed racers want the same stone at the same moment forever, so matches dissolved into chains of collisions — including a doom loop where both dunked frogs resurfaced onto the same pad and collided again. The braid is the fix, and it is what makes one button enough: when a rank offers a near pad and a far pad, your charge length is your lane choice. The other load-bearing decision is who pays for contact. Early versions priced a shared pad the same for both frogs, and the bully strategy — always land where your rival is — hovered at a coin flip. Giving the wobble to the arriving frog settled it: the raid still exists as a pressure tool, but it costs the raider, and the always-raid bot now loses 74% of its matches. Precision decides more here than in the other two legs, and that is by design — the Triple Crown puts each skill in exactly one leg.
❓ Frequently Asked Questions
Can I play Skip on my own?
Yes — solo against a CPU frog is the default. The CPU charges through the same gauge with its own release jitter, so it genuinely splashes: Easy has shaky timing and no plan, Normal sizes its hops by the race and dashes for the bank when it is close, and Hard also reads the water — dodging your pad and the sunken trail you leave, and gambling on long hops when it falls behind.
Why do my long hops keep missing?
Because the gauge accelerates. At full charge the marker is sweeping fast, so the same release error costs several times more distance than it does on a short hop — and momentum shrinks your landing tolerance on top of that. The game draws all of it: the marker's speed and its shrinking size are the real numbers. If a three-rank hop keeps splashing, take the two-rank line and save the gamble for when you are behind.
What is the Triple Crown?
Skip is leg two of a three-game racing series — Scull, Skip and Sluice — with one skill per leg: rhythm, precision, judgment. Your title screen shows the series standings across all three games, so the fair way to settle a rivalry is to play all three legs: the one-button precision game is rarely won by the same person who wins the rhythm duel.
More original games
📖 Related Guides
The Triple Crown Guide: One Racing Series, Three Different Skills
The full guide to Scull, Skip and Sluice, our three-leg racing series, by the people who coded it. Why Scull is really about one tank of strength. Why a long hop in Skip lands looser. How to read a rival’s shadow in Sluice one second before it locks. And why no single skill can win all three legs.
Read more →
PicksBest Free Mobile Browser Games 2026 — No App Store, No Download
The best free mobile browser games for 2026, with no app store, no download and no account. Our own phone-first games come first, including four that two people can play on one phone. Then ten hand-picked titles that genuinely work on touch.
Read more →TwozyGames Originals: Free 2-Player Browser Games We Built Ourselves
Meet the games we designed, coded and playtested in-house — free, instant, no downloads, and playable solo vs CPU or as same-keyboard 2-player duels.
Read more →