duemello / arena

DUEMELLO ARENA / 04

Pulse
Yard.

Make your next move
your best one.

A little precision. A little mischief.
One courtyard to make it count.

Loading your character and the courtyard.

NO ACCOUNT NEEDED

More room to move? Turn your phone sideways.

THE COURTYARD01 / OPEN SKY

A LITTLE TACTICS. A LOT OF PLAY.

Make it a highlight.

Style rewards skilful hits, without changing weapon damage. A 360 air shot earns 50 style points; wall-kick shots 30; dive shots and precision no-scopes 25; quick scopes 20; slide shots 15; air shots 5. Only the highest-value trick counts per shot. Training adds trick bonuses to your score; the normal airborne bonus already applies.

Two new ways to move

Dive: tap Slide while airborne. Costs 25 energy and sends you down and forward. Wall kick: release Jump, then jump again beside cover. Costs 22 energy and pushes you away from the wall. Land a shot within 1.2 seconds for a wall-kick highlight. Flag carriers cannot use either move.

Make the shot

Quick scope: hit with Lance or Barrett between 0.04 and 0.4 seconds after aiming. 360: turn all the way in one direction during a jump, then connect before landing. Pausing the turn for more than 0.45 seconds resets it. Misses never earn style points.

Pulse keeps the pressure on. Scatter rewards a close approach. Lance is light and precise. The Barrett .50 is a heavy, scoped rifle: high impact, a five-round magazine and a deliberate reload. Every weapon is unlocked.

Learn the ninja flow

Tap Jump again in the air for a double jump. Hold Jump or Boost to climb and glide over cover. Your energy is shared with slides, dashes, guard and blade — spend it at the right moment.

Guard perfectly during its first 0.22 seconds to parry a hit. The remaining guard reduces damage by 75%. It lasts 1.15 seconds, then needs six seconds between activations. You cannot shoot or strike while guarding. Blade has a short wind-up, a 2.8-metre reach and cannot hit through cover.

Three ways to play

Training: 90 seconds of moving targets. Chain hits within 2.5 seconds for a bigger combo. Airborne hits earn 5 extra points; blade hits earn 10 extra, before the combo multiplier. Earn a personal rank from Apprentice to Ninja master.

Tag duel: first to 10 tags, or most tags after three minutes. Capture the flag: steal their banner and bring it home while your flag is safe. First to three captures wins; ties at three minutes are draws. Touch your dropped flag to return it, or wait 12 seconds. Carriers move 15% slower and cannot boost, double-jump, slide or dash.

Find your controls

Phone: left thumb moves; drag Fire to aim and shoot together, or swipe the arena to look. Open Controls to move and resize buttons, swap hands, add a second fire button, and choose graphics quality. Hold Duck or Boost. Tap Guard to parry; tap Blade to strike. Tap Crouch or Prone to toggle; tap again to stand. Slide while moving. Tap the camera button to switch views. Landscape gives you more room. In 2.5D, movement follows the screen and the firing stick chooses your direction. Height assist helps line up visible targets; cover still blocks every shot.

Desktop: WASD moves · mouse aims · click fires · right-click aims · Space jumps / stands (tap again to double jump; hold to boost) · E air boosts · F guards · G strikes · Shift dashes · X slides · C crouches · hold Ctrl to duck · Z goes prone · V changes view · R reloads · 1–4 or Q changes weapon · Esc pauses.

Make it yours

Browser zoom does not reveal extra map area. Auto graphics reduces render resolution when frames are slow. Random matches start automatically when both players connect; private rooms let you warm up and ready up. Switch freely between 3D first person, 3D third person and a lighter 2.5D view of the same courtyard. Battery saver caps rendering at 30 FPS while combat rules continue at 60 updates per second. Gentle effects reduce motion and keep damage feedback readable.

Crouching and going prone lower your profile and steady your aim. Slides cost 30 energy; dashes cost 35. You can fire in every stance. Shields recover after six seconds without a hit. Blue rings restore shields; gold rings restore skill energy. Training ranks are personal, saved on this device, and do not increase damage.

Models: Kenney. Audio: OpenGameArt. Surface: ambientCG. Credits & licences.

PULSE YARD / REAL PLAYERS

Better with a rival.

One friend. One courtyard. Tags or capture the flag.
Move, practise and explore while your opponent connects.

The host chooses the mode. Random matchmaking uses tag duels.

TAKE YOUR TIME

Catch your breath.

Your course is paused.

E: boost · F: guard · G: blade · V: camera · C: crouch · Ctrl: duck · Z: prone · X: slide · 1–4: weapon. Use Aim with the Barrett for its scope.

PULSE YARDCOURSE COMPLETEDUEMELLO / ARENA

A MOMENT WELL PLAYED

Nicely played.

0POINTS

50 · 100 · 250 · 500 · 800 points
SIGNATURE MOMENTYour next highlight is waiting.

PULSE YARD / YOUR COLLECTION

Small wins. Big moments.

Earn your place in the yard. Every medal is a memory of something you actually did.

Saved on this device · cosmetic rewards · warm-ups do not count

YOUR HANDS. YOUR YARD.

Make room to play.

Drag the buttons to fit your grip. Portrait and landscape layouts save separately. All skills stay available.

CONTROL LAYOUT

In 3D, drag on Fire to aim while shooting. In 2.5D, point the firing stick in the direction you want to shoot. Use the camera button to switch between 1st person, 3rd person and 2.5D.