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