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Blinkblade
Dash through enemies to destroy them. Every hit recharges the dash at once, so one good line through a crowd becomes a chain, and one miss leaves you standing in it.
You are a small bright blade in a violet arena, and the only thing you can do is dash. A dash kills what it passes through, and every hit recharges it on the spot, so the right line through a crowd is four dashes long and the wrong one ends with you stopped in the middle of everybody. Touching anything while you are not dashing costs one of three lives. The chain counter fills the screen behind the fight and the music adds a layer as it climbs: hats at five, a bass line at ten, a lead at twenty-five. Shards fly to you from what you kill, each level offers one of three upgrades, and a Warden or a Lancer turns up every minute or so and can only be hurt by dashing through it. Thorns are the catch: dash through one while its spikes are out and the dash ends there. A run lasts two or three minutes, and the screen at the end of it makes a result to send to somebody, with a link that carries your score and your pace so they race you rather than a number.
- Canvas 2D
- Web Audio synthesis
- Seeded daily run
- One HTML file
- No dependencies
- A run
- Two or three minutes, three lives
- Enemies
- Eight kinds, a gold bounty that runs away, and two bosses
- Upgrades
- Thirteen, four evolutions and four pacts
- Daily run
- One seed a day, the same waves for everyone
- 01
The blade follows the mouse, or your finger. Click, tap or press Space to dash toward the pointer; you cannot be hurt while dashing.
- 02
Every hit recharges the dash at once. A miss costs most of a second, and touching an enemy when you are not dashing costs a life.
- 03
Do not dash through a Thorn while its spikes are out. It flashes before they come out, and the dash ends on it if you do.
- 04
Shards level you up for one of three upgrades; max two that match and they evolve. Bosses take dash damage only, and the Lancer shows you its line before it charges.
Keep playing.
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