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CHRONO // BLINK

  • 4 Devlogs
  • 10 Total hours

A top-down HTML5 arena where time only flows when you move, and a blink-dash is both your sword and your exit.

Ship #1 Changes requested

What I made

CHRONO BLINK is a top-down HTML5 arena where time only flows when you move. Stand still and the world crawls at 0.08×. Start moving and it wakes up. Your only attack is a blink-dash: a short invulnerable lunge. Slice an enemy and the dash refunds. Miss and you sit in 1.2s of lockout.

The whole game is one canvas in one index.html. No engine, no build, no install.

What was challenging

Getting the time scale to feel like a mechanic instead of a pause. A hard stop looks broken. It had to lerp, and combos / dash cooldown still run on real seconds so you cannot hide in slow-mo forever.

Phone was the other fight. Glow, scanlines, and chromatic aberration were eating frames, so DPR is capped, scanlines are a 1×4 pattern instead of a fill per row, and the RGB split only composites while the punch is actually on screen. Dash distance is capped so the landing reticle stays on screen. On rotate, resize waits ~120ms because mobile browsers still report the old viewport if you measure on the orientation event.

Shop layout had to reflow too: two columns in short landscape, stacked in portrait, or the buttons become un-tappable.

What I’m proud of

The loop actually clicks. You freeze, the arena goes quiet, you pick a line, you blink through a stalker and the dash comes back. That moment is the whole game.

Also that it runs from a local file on desktop and thumbs on a phone, with AZERTY as first-class, not an afterthought. CrazyGames SDK only loads on CrazyGames (or localhost / ?cg=1). Everywhere else it just uses localStorage and never fetches it.

How to test

Clone the repo and open index.html. Double-click is enough. file:// works.

  1. Stand still. Time should crawl.
  2. Move. The arena should speed up.
  3. Blink through something (refund). Miss on purpose (1.2s lockout).

Desktop: WASD, ZQSD, or arrows. Blink with Space or right-click toward the reticle. M mutes. X skips the tutorial.

Phone: left thumb to move, right-side drag then release to blink.

First run has a skippable tutorial. Coins bank into Reach / Recovery / Magnet between deaths. Progress lives in localStorage (chronoBlink.*) if you want a fresh start.

  • 4 devlogs
  • 10h
Open comments for this post

5h 39m 50s logged

Devlog #3

Added two gameplay videos this week: landscape and portrait.

The covers look fine but they don’t show the actual hook. Time slows down when you stop moving. That’s hard to get from a still image, so I recorded some real runs instead of another screenshot.

I did both orientations because the game isn’t the same crop on a phone. Desktop is mouse + WASD (ZQSD works too), blink with space or right click. Phone is left thumb to move and right drag to blink. The HUD and shop reflow with the screen — landscape can split the death screen into two columns, portrait stacks so the buttons stay tappable. One horizontal trailer cropped vertical would just look wrong.

The clips are just me playing. I stand still for a second so you can see the slow-mo, blink through a stalker (that refunds the dash), miss one so the 1.2s cooldown is obvious, then some gunners / phantoms, coins, and the shop. I left a bit of the phone tutorial in (hold still, then drag & release) since that’s what you actually need on mobile.

That’s the whole update. Videos are on the page if you want to see it moving.

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32m 2s logged

Devlog #1

First i started making a mindmap and planing the game out

and made the index.html file

The other default files does not count and the readme also wont count cause its not a part of the game

Goal:
Fun
Easy to understand
Can be published on Crazy Games with ads later

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