Controls, enemies, and the mechanics worth understanding.
| Action | Key |
|---|---|
| Move | Arrow keys, or A and D |
| Jump / double jump | Up arrow or W (tap twice) |
| Attack | Space or Z |
| Dash | Shift or L |
| Parry | S or Q (hold) |
| Ki special | X, when the bar is full |
| Drop through a platform | Down arrow + jump |
| Pause | Escape |
| Button | Action |
|---|---|
| ▲ | 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.
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.
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.
Blocks anything that hits it from the front. Get behind it, or break the guard with the Ki special.
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.
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.
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.
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.
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.
From stage 8, about every seventh stage changes one rule:
| Modifier | Effect |
|---|---|
| Swarm | More enemies, each weaker. |
| Storm of Arrows | Everything gains a ranged attack. |
| Glass Blade | Double damage taken, double coins earned. |
| Sky Assault | Enemies arrive from above. |
| Feather Step | The air holds you longer. |
Boss stages never carry a modifier.
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.
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