Sword Duel Arena
Three opponents in sequence, each with a different temperament. Read the wind-up and punish the recovery.
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Three opponents in sequence, each with a different temperament. Read the wind-up and punish the recovery.
Best of five at speed. Attack into an attack and the blades clash instead of connecting.
A slow, honest duel with everything telegraphed. The place to learn the combat system.
A duel with the footwork removed. The guard opens on a rhythm - strike inside it, and only inside it.
One large opponent with four attacks and four tells. It never improvises - but it never slows down either.
Enemies come at you along two heights. Cut each one as it enters your reach - not before.
Waves in a closed arena. Keep moving, string the crowd into a line, and cut the front of it.
An arena with pillars in it. Cover blocks enemies as much as it blocks you.
A hundred enemies, from both ends of a corridor, with a real ending at the end of it.
The full creature roster, and the game that introduces the blade charge.
Three obstacle types, one rule about colour, and a speed that never stops climbing.
An obstacle course strewn with coins. Most of the coins are a trap.
Five hand-built sections, four checkpoints and a finish line. The course never changes.
You climb; the dark below climbs faster. Every ledge is a route decision.
Three hand-built levels with a key to find and a door to open. Most fights are optional.
Hold a gate against a march. The enemy in front of you is not the one that matters.
A crystal core in the middle and enemies from every edge. You cannot reach all of them.
Throw your blade at what is in the air. It comes back - and it cuts on the way home.
Things fall down five lanes. Cut some, catch some, and let the rest through.
You cannot move. Eight directions, one facing, and three attackers at once.
Your blade only cuts while you are dashing. Line them up and go through all of them.
Crystals only score once banked. The longer you carry, the more a mistake costs.
Twelve rooms, one key, one exit. Which rooms you enter is entirely up to you.
A maze you can only see part of. Three sigils in the far corners, and a torch that is running out.
Three acts of waves, bonus rounds and original bosses. Everything the library teaches, and all of it needed.
A target appears without warning. Your reaction is measured in milliseconds and reported honestly.
One button, one strike zone. Tap when something is inside it, and not before.
Your blade circles at a constant speed. Strike as it crosses a rune - and only then.
Every object carries a marked cut line. Drag your blade along it - angle and position both count.
Five stages sampling every discipline on the site, with one pool of health across all of them.
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