⚔ Samurai Vengeance

How to play

Controls, enemies, and the mechanics worth understanding.

Keyboard controls

ActionKey
MoveArrow keys, or A and D
Jump / double jumpUp arrow or W (tap twice)
AttackSpace or Z
DashShift or L
ParryS or Q (hold)
Ki specialX, when the bar is full
Drop through a platformDown arrow + jump
PauseEscape

Touch controls

ButtonAction
▲Jump. Tap twice for a double jump.
⚔Attack. Tap in rhythm to chain the three-hit combo.
⚡Dash. Invincible for the duration.
🛡Parry. Hold it rather than tapping.
💥Ki special. Only appears when the Ki bar is full.

The pads re-lay out when you rotate the phone, so both portrait and landscape are playable.

The enemies

Grunt

Patrols a platform and attacks at close range. The easiest parry in the game and a reliable way to build Ki early in a stage.

Archer

Fires from a distance and will keep firing while you deal with something else. Two answers: parry the arrow to send it back, or dash through it — the dash's invincibility covers the whole travel.

Shield-bearer

Blocks anything that hits it from the front. Get behind it, or break the guard with the Ki special.

Tengu

Airborne, and dives at you rather than holding a line. They ignore platform geometry, so the usual trick of putting a ledge between you and a threat does not work.

Boss

Every tenth stage. Two phases — below half health it speeds up and its projectile attack widens into a spread. Staying aggressive is generally better than retreating, because its ranged pattern is harder to avoid at distance than its melee is up close.

Mechanics worth understanding

Combo

Landing hits without taking damage raises a multiplier. It feeds coins, not just score, so a long chain is worth real progression. Taking a hit resets it.

Ki

Fills as you land hits. A full bar buys a screen-clearing strike that also briefly freezes time. It will also break your own parry cooldown, which is the more useful option when you are cornered.

Parry

Hold, do not tap. A successful parry deflects arrows, staggers melee attackers, and grants a punish window plus a chunk of combo. It is the highest-value skill in the game and the main thing separating a stage-20 run from a stage-200 one.

Stage modifiers

From stage 8, about every seventh stage changes one rule:

ModifierEffect
SwarmMore enemies, each weaker.
Storm of ArrowsEverything gains a ranged attack.
Glass BladeDouble damage taken, double coins earned.
Sky AssaultEnemies arrive from above.
Feather StepThe air holds you longer.

Boss stages never carry a modifier.

Spending coins

The Dojo sells five upgrades, each capped at level five: health, damage, Ki generation, dash and parry. Parry and Ki tend to outperform raw damage past the first few chapters, because survival is what limits a long run rather than how fast things die.

Saving and picking up again

Progress saves in your browser automatically, with no account. Signing in syncs it across devices and enters you on the leaderboard. The Stages menu lets you replay any stage you have already reached.

Play the game