Loading…
Loading…
by Shardvolt
A four-lane rhythm duel played on the keyboard — W A S D, and the key letter is drawn on each lane so there is nothing to work out. Eight original tracks from a slow one anybody can clear up to a 186 BPM closer nobody clears clean, and every note you hear is made in the page by oscillators: there is no audio file and nothing to download. Notes are judged five ways, Perfect down through Great, Good, Okay and Meh, and your streak catches fire as it climbs, from a few embers up to a blue-white meltdown. Catch a glowing orb in your lane and you are holding a sabotage: throw it and the other side's arrows turn upside down, mirror, shrink, fog over, scroll backwards or flicker out. Play it against a bot on four difficulties, or against a friend on the same keyboard — W A S D against the arrow keys, both of you throwing sabotage at each other. Built after a viewer asked for a rhythm game.
Sign in to save your Shards across visits.
Sign in to put your score on the board.
A four-lane rhythm duel. Notes scroll to the line and you hit them on the beat against a bot or a friend, judged Perfect, Great, Good, Okay or Meh. Every sound is generated in the page.
Play against a bot or a friend on the same keyboard. Eight songs, from a gentle first track up to ones that run past five notes a second.
Player one: W A S D (left, down, up, right). Player two: the arrow keys. Space throws a powerup for player one, Enter for player two.
Each note is judged Perfect, Great, Good, Okay or Meh depending on how close to the beat you hit it, and your accuracy decides the rank when the song ends. A long streak sets your combo alight: embers start at eight in a row and the flames turn blue after a very long run.
Sabotage is what makes the duel interesting. Glowing orbs drift down your lane, and catching one lets you hold a powerup to throw at the other side. Thrown powerups flip or reverse their arrows for a few seconds, so keep yours until the other player is in the middle of a dense stretch.
Against a bot, learn the song first. Each track repeats its patterns, so by the second or third try you can read ahead instead of reacting. Look at the top of the lane rather than at the hit line, and aim for a steady Great on every note instead of alternating Perfect and Miss.
The notes and every sound in this game are generated by code in the page as it plays, so there are no music files to download.
Playtime only counts while you are actively playing: a hidden or idle tab earns nothing.