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Clashline

Trade blows on the same frame and neither lands — but the floor between you does not survive it

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Two attack buttons, one opponent, and a floor that does not survive the fight. Throw at the same moment your opponent does and neither hit lands: you both bounce apart, the game freezes for ten frames, and a tile drops out of the arena.

How it plays

  • Six moves out of two buttons. Stance and direction do the work: light is an 8-frame jab, heavy a 16-frame guard-breaker, down+light sweeps, forward+heavy lunges, back+heavy rises as an anti-air, and either button in the air gives you a jump-in.
  • Hold either button to block. The guard takes 0.2 s to raise, chips 2 HP against a light, and shatters outright against a heavy.
  • A clash costs the floor a tile. 1.6 m of it falls away for the rest of the round; the only tile the arena spares is one whose loss would open a gap too wide to jump.
  • A ring-out wins as fast as a KO. 100 HP each, best of three, and one air-recover per life to scramble back over the edge.
  • Three difficulties, one honest dial. The opponent's only lever is reaction delay — 220, 150 or 90 ms. It sees the world late; it never sees your inputs.

Every surface is generated at runtime: capsule fighters under hard two-band cel shading with thick inverted-hull outlines, blue against orange, standing on a bone-pale floor whose broken edges glow hot red, with four depths of dusk skyline and a raked bowl of roughly 2,900 crowd dots behind them.

Plays with KeyboardTouch
A/D or Left/Right move, W/Up jump, S/Down crouch, Space or J light (hold to block), K or Shift heavy (hold to block), Esc pauses. On touch: a joystick plus LIGHT and HEAVY buttons and a pause glyph. Keyboard and touch only — there are no mouse or gamepad bindings.

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