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Description


Steel flashes, banners fall, and quick feet decide victories in a brisk, two-player flag duel where swordcraft and map sense matter more than button mashing; how to play: choose verses mode for couch competition or bot sparring for warmups, then spawn on mirrored keeps with a personal flag to plant in approved zones; the shared win condition is simple—hold the stolen enemy flag for twenty total seconds—but the tussle around it is layered: sprint drains stamina, parry windows are short, dashes are few, and planting a flag takes a committed beat you must defend; controls keep depth approachable—light slash, heavy slash, jump, dash, parry, plant, and a context flip that turns a swing into a quick poke in tight corridors—while a stamina bar forces choices about when to chase and when to breathe; arenas mix vertical ladders, rolling bridges, spike pits, spring pads, and foggy alcoves where footsteps matter more than sight; power-ups spawn on a rhythm—speed leaf, guard charm, smoke gourd—and announce themselves with a soft chime so both fighters know a race is on; tips that settle close matches: play the clock, not just the blade—if you’re up on hold time, kite through high ground and force risky jumps; if you’re down, trade health for position to cut off escape lanes; show a heavy to bait a parry, cancel into dash, then throw a light poke to tag carriers without overcommitting; plant flags at corners that open two exit routes so a parried approach still leaves a fallback; when defending your plant, stand just off the obvious line so a rolling attacker overshoots; learn spawn timers to avoid giving up a free pickup while celebrating a win; when stamina runs thin, hold parry rather than swing—surviving one exchange resets the chase in your favor; practice “touch-and-drop” steals where you grab the enemy flag for a second to block their plant bonus, then reengage on your terms; in team variant, pair a runner with a duelist—one clears, one carries—and swap roles when stamina bars demand it; accessibility includes big, high-contrast flag auras, remappable inputs, subtle aim assist for new players, and reduced flash on power-up effects; unique blurb: the best rounds feel like playground tag rewritten as fencing—fake left at the ladder, cut right through smoke, leap a gap, plant with a heartbeat to spare—and when the counter ticks from nineteen to twenty, the shout you let out is all relief and grin.



Instruction

The red player moves using the WASD keys The blue player moves using the arrow keys Stay at the flag for 20 seconds You can press S and DOWN ARROW to kill the enemy



Specifications

  • Easy to play
     

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