A fast-paced action runner built around two inputs: phase switch and jump.
Master timing, survive hazard patterns, and keep your combo alive as speed increases.
Core features:
- **Phase Gates**: The gate letter shows the required phase. Mismatch fails.
- **Resonance**: Quick phase switch before a gate grants combo and multiplier boosts.
- **Ignition Pulse**: During countdown, jump or switch to Shadow. Staying grounded in Light fails.
- **Hazard Rules**: Jump spikes, stay low under ceiling blades, and use Shadow when flame jets are active.
- **Blade Pickup**: Collect matching-phase diamonds to charge Blade and clear threats from the bottom-left control.
- **Shield Pickup**: Gain +1 shield (max 2). Automatically blocks one hit, but combo resets.
- **Scoring**: Distance is the base score, with bonus from Resonance and hazard avoidance.
Designed for players who enjoy reaction challenge, rhythm timing, and score chasing.
Master timing, survive hazard patterns, and keep your combo alive as speed increases.
Core features:
- **Phase Gates**: The gate letter shows the required phase. Mismatch fails.
- **Resonance**: Quick phase switch before a gate grants combo and multiplier boosts.
- **Ignition Pulse**: During countdown, jump or switch to Shadow. Staying grounded in Light fails.
- **Hazard Rules**: Jump spikes, stay low under ceiling blades, and use Shadow when flame jets are active.
- **Blade Pickup**: Collect matching-phase diamonds to charge Blade and clear threats from the bottom-left control.
- **Shield Pickup**: Gain +1 shield (max 2). Automatically blocks one hit, but combo resets.
- **Scoring**: Distance is the base score, with bonus from Resonance and hazard avoidance.
Designed for players who enjoy reaction challenge, rhythm timing, and score chasing.
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