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Blob Knight Rumbler

Choose from eight original blob knights, duel a CPU opponent, or climb an endless survival ladder.

Instructions, details & credits
An arena brawler

Created by Tim Howley

  • Arcade
  • Keyboard
  • One player vs CPU

Choose a knight, then choose your rules. Progress is saved in this browser.

Executive Summary

Choose from eight original blob knights, duel a CPU opponent, or climb an endless survival ladder.

Tim’s arena fighter brings together original blob-knight characters, weapons and scenery, several match choices, and persistent progression.

Before You Play

Choose 1v1 Duel to pick your knight and challenger, select Easy, Medium, Hard or Expert CPU difficulty, and set a target of 1, 2, 3 or 5 KOs. Add a clock if you want a time limit. A tied score at the bell leads to sudden death.

Choose Survival for an endless ladder that climbs a tier every two rounds. Hearts carry into the next round and nothing heals them. That attrition is part of Tim's design.

Before a match, three cards are offered from a pool of twelve. Choose one, or choose Ignore. The 76 achievements include twelve overall achievements and eight for each knight. They unlock small permanent buffs; a knight's own buffs apply only while you use that knight. Settings lets you switch Cards and Buffs off independently.

Blade, Arc, Disc, Maul, Bow, Flare, Cinder and Veil have distinct attacks, specials and shields. Their selection cards describe each fighting style. Try a duel to get to know a knight before taking it into Survival.

Controls and Accessibility

  • Keyboard or touch. Move with WASD or the arrow keys. Space jumps. H or X attacks; J or Z uses the special; K, either Shift key, or C holds your shield.
  • P pauses and M toggles sound. Settings lets you rebind gameplay actions. Sound begins after you interact with the game.
  • Leaving the tab pauses an active fight and releases held controls. Return and choose Resume when you are ready. Opening Achievements from pause returns you to the paused match.
  • The Theme control changes the surrounding interface. The arena retains Tim's lighting and colors.
  • Menus and navigation use keyboard-accessible controls. Combat is a real-time visual 3D activity without a screen-reader equivalent. On touch devices, use the on-screen stick and action buttons; turn the device sideways for the arena. Rotating to portrait pauses combat; turn back and choose Resume. Pause and Sound work while another finger holds the stick.
  • Progress and settings live in this browser. Use Settings to export a save string before clearing site data, or import a save you exported from Tim's original version. There is no account or automatic cross-device sync.

How We Made This with Generative AI

Tim Howley supplied the game and its artwork through REN-1010 under the Token Maxxer's Anonymous Game Studio name. Tim Howley reports that the game’s build transcripts are archived.

Codex assisted with preserving the supplied files, correcting the title spelling, preparing the Game Room pages, packaging the renderer locally, separating browser saves, and checking the integration. The combat and progression remain Tim's design.

The Gory Details

Each knight has a regular attack, a special, and a shield. The supplied version adds a brief landing recovery window and an attack input buffer, along with move descriptions and configurable controls. Settings offers separate switches for pre-match cards and achievement buffs, plus save export and import.

The browser player includes Tim's complete 3.8 web rendering: 28 supplied model files, textured knight bodies and gauntlets, weapons, a stone arena, floating islands, crystals and ruined pillars. His supplied model loader and dusk lighting are retained. Three.js and the model files are included locally in the game package. It does not need a live AI service, multiplayer server or app installation. Rumbler keeps its progress and sound preferences separate from other games on this site.

Credits

Game, characters, artwork and sound: Tim Howley.

The supplied game carries the Token Maxxer's Anonymous Game Studio mark.

Game Room preparation: Renaissance Solutions, with Codex assistance for source preservation, the corrected spelling, browser integration and verification.

Renderer: Three.js, created by the Three.js authors and distributed under the MIT license. Read the included license.

Tim Howley reports that the game’s build transcripts are archived. The handoff does not grant a separate license for Tim’s game and artwork.