Ten Second Samurai by davvblack
We created a hybrid puzzle/fighting game for the theme. The concept is that you play as a samurai from feudal japan. You are notoriously powerful because you can predict enemy actions 10 seconds in advance, and react to them very easily.
http://madleedesign.com/projects/tensecondsamurai/
To create this game, we used only raw javascript, no frameworks of any sort (out of some sense of samurai-like honor/nobility.)
There were also many sprites created on sunday, but we couldn't get them integrated/registered in time and we sadly had to scrap them:
http://madleedesign.com/misc/tenseconds/samurai2.html
General gameplay:
Almost every key on the keyboard is a control. Each of the four rows of keys (1-0, q-p, a-;, z-/) is a type of move: High Attack, High Block, Low Attack, Low Block respectively. The further right on the keyboard you press the key, the cheaper the move is to queue, and it goes to a corresponding part of the move queue. The further left the key you press is, the more expensive it is, but the less time the enemy has to react to it (and the more time you had to react to the enemy).
There are a few other nice little features: Blocking stance stays so long as you don't take damage. To break someone's block, you can stack multiple attacks into one big power attack. This also staggers them, reducing their damage somewhat for a few seconds. Another way to stagger the enemy is to start a new block (not the same stance you are already in) exactly when that type of attack arrives. It takes some skill, but has tremendous strategic benefits.
We have 10 unique opponents, each with their own AI/fighting style, so hopefully you enjoy our little game :)
http://madleedesign.com/projects/tensecondsamurai/
To create this game, we used only raw javascript, no frameworks of any sort (out of some sense of samurai-like honor/nobility.)
There were also many sprites created on sunday, but we couldn't get them integrated/registered in time and we sadly had to scrap them:
http://madleedesign.com/misc/tenseconds/samurai2.html
General gameplay:
Almost every key on the keyboard is a control. Each of the four rows of keys (1-0, q-p, a-;, z-/) is a type of move: High Attack, High Block, Low Attack, Low Block respectively. The further right on the keyboard you press the key, the cheaper the move is to queue, and it goes to a corresponding part of the move queue. The further left the key you press is, the more expensive it is, but the less time the enemy has to react to it (and the more time you had to react to the enemy).
There are a few other nice little features: Blocking stance stays so long as you don't take damage. To break someone's block, you can stack multiple attacks into one big power attack. This also staggers them, reducing their damage somewhat for a few seconds. Another way to stagger the enemy is to start a new block (not the same stance you are already in) exactly when that type of attack arrives. It takes some skill, but has tremendous strategic benefits.
We have 10 unique opponents, each with their own AI/fighting style, so hopefully you enjoy our little game :)
For everyone struggling with the game I'll try to explain the fundamentals in my words. There is a timeline at the top and at the bottom. You have four actions: [attack or defend] x [high or low], these correspond to the four rows on your keyboard the game uses. The leftmost key in the row places the action at the left end of the timeline, the rightmost at the right end. Actions move to the left and are executed when they hit the left end (queuing further to the right is cheaper on the stamina-bar).