
The rope and the ground crossing are easier to follow here than in a crowded late run.
She’s the jumper. We press one button, she skips, and the park gets weirder from there.

THE CHARACTER
Scarlet is the character you control in the runs shown here. The game uses one button—press, hold and release—to time her jump rope. Steam's short story setup asks you to help her get out of a funk and touch grass. The first-run guide covers the timing; the cards change what each run feels like.

BEFORE YOU BUY
Yerk Games' Steam description lists suggestive themes, revealing clothing, exaggerated animation of suggestive body parts and general mature content. That warning describes the material the developer says may appear; it is not a hidden gameplay mode or a promise that every scene is suitable for every viewer. Check Steam's current warning and trailer if that matters to your purchase.
ON SCREEN
The screenshots show the first rope, a Rocket Shoes jump and a miss. When you play, watch where the rope meets the ground rather than trying to time the jump from Scarlet's pose alone.

The rope and the ground crossing are easier to follow here than in a crowded late run.

Rocket Shoes can keep Scarlet airborne while the ropes continue below her.

The run ends when the skip fails. This still shows the result, not the exact input that caused it.
HER STORY
The Steam description says Scarlet needs to get out of her funk and touch grass. It introduces a simple setup, then leaves the jump-rope run to the player. The page does not explain more about her background.
Long-form gameplay shows a run leaving the park and reaching the Moon. The ending guide covers one player-reported route without treating its card order as a requirement.
How we get her thereWHAT SHE USES
A run starts with one rope. The card list covers extra ropes, protection, fire and Rocket Shoes, with each card's details and availability. The links below are a quick way to recognize what changed on screen; player ending routes look for the later Super Rocket Shoes card.
Another rope in the air. We score more. We also miss more.
Reinforce RopeA shield on a rope we actually want to keep.
Ignite RopeSet a rope on fire when we’re chasing score, not when the pattern is already a mess.
Rocket ShoesHold the jump and she keeps rising. This is how we stay up.
Super Rocket ShoesThe late pair. If we’re going for the ending, this is the one we wait for.
WHAT SHE CAN DO
The basic input is press, hold and release. At level-up, choose from three offered cards. Jump Height can make an early landing easier; Luck is a progression choice once the pattern feels safe. The beginner guide explains the trade-off. Charge Jump, Fast Fall and Air Tricks are later entries in the game data.
She jumps higher, so one skip can clear more turns.
Increase LuckPlayers use Luck to seek faster progression; its exact effect is unpublished.
Charge JumpHold a little longer and the next jump hits harder.
Fast FallLet go and she drops faster, so we can land on purpose.
Air TricksPress jump again in the air and she tricks.
KEEP PLAYING