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Fighter

Pick Kenta or Mira and fight best of three rounds against the clock on a dojo yard at dusk: quarter circles, a dragon punch, charges and an overhead, blocking high and low, and combos. Two can share the keyboard or play on two controllers; training has a dummy that stands, crouches, jumps or fights back.

  • WASD, F and G: the left player: move, punch, kick
  • Arrows, K and L: the right player: move, punch, kick
  • A controller: a player of its own: X punch, A kick
  • Hold back: block (down-back to block low)
  • Tab: swap who has the keyboard and the controller
  • Esc: pause
  • Sound starts when you click or press a key. A browser keeps a page silent until you have done one of them, so the game plays quietly for a moment first and says so at the bottom.
  • Saves stay in this browser, for this game only: your best score or progress is still here when you come back.
  • Controllers work too: plug one in and press a button. On a phone or tablet a touch acts as the mouse.
  • Against the computer, the keyboard is yours: the arrows or WASD to move, J to punch and K to kick.
  • The first game you open downloads .NET and Griff’s player (about 10.4 MB, kept by your browser and shared by every game here); this game’s own files are 3.2 MB.
  • The licenses of what the game carries (.NET and the other software and fonts it is built with) are in its THIRD-PARTY-NOTICES.txt.

This is the Fighter template as it comes: in Griff’s editor, pick it in New Project and change it into your game. Everything in it is an ordinary scene, component and script you can open, and Build → Build for Web makes a page like this one from your own game (see Exporting). New to Griff? Start with Getting started.