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Disc Duel: a 1v1 neon disc-throwing arena game with CPU and online multiplayer
GamesHTML · JavaScriptGitHub @shehtazruslanOnlineOwner unconfirmed
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗A 1v1 disc-throwing duel in a neon arena with 9 m glass walls. Discs ricochet off every wall, floor and ceiling; each bounce before a hit adds damage. Nobody has a health bar: deal more damage than your opponent before the 90-second clock runs out.
Play: open index.html in a browser, or visit the GitHub Pages site for this repository.
Pick the map on the menu. Online, the host's map is used.
The glass walls look out on a stadium of other arenas. On the GitHub Pages site, other players' live matches (online or vs CPU) appear in the neighbouring cubes; cubes without a real match run CPU exhibitions. Add ?stadium=0 to the URL to turn the exhibitions off.
Stadium hub: stadium-hub/ is a Cloudflare Worker (deploy with npx wrangler deploy from that folder) that assigns cubes, relays match digests and stores the worldwide leaderboard. See docs/stadium-design.md for the plan to show real online matches there.
Default keys; every key can be changed in Settings & controls.
| Input | Action |
|---|---|
| Mouse | Aim (click the arena to capture the cursor). The crosshair turns orange on your opponent |
| Hold left click | Wind up, release to throw. A tap throws at 37.5 m/s, a full 0.8 s wind-up at 57.5 m/s. Getting hit doesn't cancel a wind-up: you're slowed for a moment instead |
| Flick the mouse as you release | Curves the throw that way; most of the spin is lost at the first wall |
| Left click (disc in flight) | Recall the disc |
| Right click / Q | Shield, reflects a disc back at its thrower (disc must be in hand) |
| W A S D | Move |
| Space | Jump; in the air next to a wall, wall jump |
| Left Shift | Dash; once more in the air, holding your height |
| C | Slide, ducking under high discs |
| E / R | Arm a Heavy / Split disc for your next throw |
| V | Switch between first person (default) and over-the-shoulder view |
| M / Esc | Mute / Pause |
Heavy recharges for 9 s after use, Split for 7 s.
Discs leave glowing light trails. Every bounce throws sparks, flashes light onto the walls and floor, and sends a ripple of light through the arena's grid, while pulses of light run along the grid lines; a hit bursts a shockwave off the fighter.
Sounds are positioned in 3D (HRTF), so with headphones you can hear which wall a disc bounced off and where a disc in flight is.
Direct hit 12 · each bank +8 · reflect +10 · recall hit 10 · a full wind-up adds up to +10.