JETT — The Flight Manual
Everything the tabby wishes it had known before strapping on two rockets.
What kind of game is this?
JETT (Jet-Equipped Tactical Tabby) is a physics flying game about a cat with two independently-fired rockets. Your score is simply the highest altitude you reach, in metres. Between flights you spend the coins you collected on permanent upgrades, then launch again and climb a little higher. Runs last anywhere from twenty seconds (bird to the face) to several minutes (skilled fuel-can chaining through the stratosphere).
The controls — and the one weird trick
Hold the left half of the screen (or ◀ / A) to fire the left booster, the right half (or ▶ / D) for the right, and both at once for a full vertical burn. There is exactly one piece of rocket science to internalise, and it is the whole game:
Firing the LEFT booster pushes the left side of the cat up, which tips the cat to the RIGHT — and once tipped, your thrust points right too.
It feels backwards for about ninety seconds, then it becomes muscle memory. If you have ever played a lunar-lander style game, it is the same idea split across two engines. Important consequences:
- One engine alone cannot lift you. A single booster produces less thrust than the cat's weight. Take-off is always a two-engine job; a single engine is for steering.
- Taps steer, holds flip. A quick 0.2-second tap tips you 15–25 degrees and the cat recovers. Holding one engine winds up a full rotation — fun at parties, fatal near planes.
- You can fly at an angle by holding both engines and tapping the opposite one in a rhythm. This diagonal drift is the bread-and-butter move for lining up coin arcs.
The Assist slider
In the shop, under Gyro Kitty, there is a stabilisation slider from 0% to 100%. At 100% the cat actively rights itself and resists spin — forgiving, great for learning. At 0% there is zero rotational drag: momentum you build keeps carrying, which allows advanced moves (build spin, cut thrust, carry the rotation through a gap) but will absolutely get you killed while you learn. Most players end up somewhere between 15% and 60%. Buying Gyro Kitty levels raises the strength of the assist when it is turned up; if you fly at 0% assist, skip Gyro entirely and spend the coins elsewhere.
Fuel: the real enemy
Gravity is negotiable; the fuel gauge is not. Both engines together drain fuel twice as fast as one, and when the tank is dry you are a passenger. Three rules of fuel economy:
- Don't fight terminal velocity. Once you are climbing at full speed, drag eats any extra thrust. Short pulses to maintain speed beat holding the burn.
- Red fuel cans are the run-extender. Each one restores 20% of your maximum tank — so a bigger tank makes every can better. They spawn from 50 m up. A skilled pilot who detours for every can can stay airborne more or less indefinitely; that risk-versus-detour decision is the core skill of long runs.
- Save a splash for landing. Hitting the ground faster than about 40 m/s is a pancake, and death on landing still banks your coins but ends the run. A half-second braking burn just before touchdown is the difference.
All eight upgrades, honestly ranked
| Upgrade | What it does | Verdict |
|---|---|---|
| ⛽ Fuel Tank | +22% capacity per level | Best early buy. More tank = higher ceiling and better cans. |
| 🚀 Booster Power | +7% thrust per level | Compounds beautifully. Second priority. |
| 💧 Efficient Burn | −7% fuel use per level | Multiplies with Tank. Strong mid-game. |
| 🧲 Fish Magnet | Pulls coins from further away | Pays for itself; one or two levels early feels great. |
| 🍀 Lucky Collar | +30% coin value per level | The compound-interest pick — better the longer you play. |
| 🌀 Gyro Kitty | Stronger stabilisation (when assist is on) | Comfort pick. Skip at 0% assist. |
| 🪖 Tin Helmet | Start each run with a shield per level (max 5) | Each helmet eats one collision. Transformative in the plane belt. |
| 🎒 Helmet Rack | +1 carry slot for spare helmets (max 5) | Lets mid-air helmet pickups stack beyond your starting set. |
Spare helmets also spawn in the wild above 200 m — rare, about one for every six fuel cans. If your helmet slots are full they pay out coins instead, so they are never a wasted detour.
The bestiary: every altitude zone
- 0–200 m — the backyard. Party balloons drifting on strings. They barely move. If you die here, we don't judge, but the cat does.
- 80–1,200 m — bird country. Birds fly straight-ish lines with a lazy bob, faster than balloons and small enough to surprise you during a sideways drift.
- 1,200–3,500 m — the helicopter belt. Helicopters patrol at moderate speed and their rotors make them wider than they look. Treat the rotor disc as part of the hitbox, because it is.
- 1,200–7,000 m — airliner lanes. Planes are the fastest thing in the sky and cross the arena in a couple of seconds. Listen with your eyes: they always come from the side they're facing, so watch the edges.
- 2,500–10,000 m — storm layer. Dark clouds sit almost still, fat and wide. They turn the sky into a slalom course — the danger is drifting into one while dodging a plane.
- 7,000 m and up — the void. Satellites tumble past with their solar panels out; above 9,000 m, UFOs bob and weave unpredictably. The sky is black, the stars are out, and everything moves fast.
Two mercies worth knowing: obstacle density and speed ramp up gently and stop getting worse around 10,000 m, and the wind — which starts shoving you around above 150 m — also tops out there. If you can survive ten kilometres, you can survive anything.
Going down is a level too
Nothing despawns. Every balloon you passed, every coin you missed, is exactly where you left it when you fall back through. A controlled descent — braking in pulses, weaving through the leftovers — can double a run's coin haul. Just remember the landing burn.
Coins, the Wardrobe, and looking fabulous
Coins buy upgrades, but they also buy style: the 👒 Wardrobe sells fur patterns (from calico to a full robot chassis), goggles and visors, hats (the propeller beanie genuinely spins), five flame colours plus a rainbow, replacement jetpacks, and tails — including a balloon that genuinely floats and changes how the tail physics behave. Cosmetics are one-time purchases and purely for show. Purely. (The balloon tail is for show. We promise.)
The leaderboard
Open 🏆 Ranks, set a call sign, and your best altitude submits automatically at the end of each run. Scores are validated server-side, one entry per player, and only ever go up. The top 25 are displayed; your own row is highlighted whenever you make the cut.
Quick-fire tips
- Launch straight up until bird country, then start weaving. Low-altitude style points don't pay.
- Coin rings are usually safe to circle; coin lines often thread between obstacles — scout before you commit.
- In the helicopter belt, vertical gaps are safer than horizontal ones — helis own the horizontal.
- Above the storm layer, drift near the arena walls: traffic is thinner at the edges.
- Buy one Tin Helmet level before you ever meet a plane. Thank us later.
- Out of fuel high up? Aim your fall at the coins you missed. Get paid for the crash.