Sword Duel Arena
Three opponents in sequence, each with a different temperament. Read the wind-up and punish the recovery.
This page is called Featured rather than Popular because the site has no way to measure popularity. What follows is an editorial selection, plus your own most-played games once your browser has something to show.
Sword Arcade is a static site with no accounts and no server-side storage, so it has no way to know how many people play a game. Rather than invent a number, this page does two things: it shows an editorially selected list, and - once you have played a few games - it shows your own most-played titles, counted in your browser and never transmitted anywhere.
No figure on this page represents global popularity, and none is presented as if it did.
Counted in this browser only. Clearing site data resets it.
Chosen for variety across the six categories, not by popularity.
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.
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.
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.
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.
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.
Twelve rooms, one key, one exit. Which rooms you enter is entirely up to you.
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.
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