Tap or Snap
MAT · 1
TAP·OR·SNAP
TAP

MADE BY ALEX · WITH HELP FROM CLAUDE AI

HOW TO PLAY

  1. Pick your opponent's belt and press A.
  2. Each exchange, choose a move with the buttons (or the arrow keys). Take your time: the clock only moves after the exchange.
  3. Your move and theirs are revealed. The style that wins the read gets to act.
  4. Then tap A (or the screen, or space) when the marker is in the dark zone: to finish your move, to defend theirs, or to win a scramble when you both picked the same style.

THE READ

PRESSUREbeatsSpeed: heavy weight smothers fast movement SPEEDbeatsTechnique: they move before you set it up TECHNIQUEbeatsPressure: leverage beats weight

Lower belts have favourite moves you can learn to punish. Higher belts study your habits and counter them, so mix it up.

PULL GUARD

From standing, the fourth button pulls guard. It is part of the read:

PULLbeatsPressure: they shoot straight into your guard. No points. SPEEDbeatsPull: they pass as you sit down, +3 for them. TECHNIQUEvsPull: a scramble. Win it and you land in guard; lose it and they trip you for +2.

Pull too often and the higher belts start waiting for it.

If you both pull, you land in double guard: 50/50 on the bottom. Either of you can go for a straight ankle lock, and winning the read lets you sit up on top into half guard for +2.

SUBMISSIONS

Attack from double guard (ankle lock), closed guard on the bottom (triangle), half guard on either side (kimura from the bottom, arm triangle from the top), or from side control, mount or the back (Americana, armbar, rear naked choke). Not from standing, and not from inside someone's closed guard.

If you both go for a submission at once, a scramble on the timing bar decides who gets to attack.

Countering. Where only your opponent can submit (you are on top in their closed guard, under side control, mounted or with your back taken), your fourth button is a counter: posture up, elbows in, hide arms or chin down.

SUBMITbeatsa normal move: the submission starts one step ahead. COUNTERbeatsSubmit: win the timing scramble and you climb two steps up the ladder. A MOVEbeatsCounter: they braced for nothing, so you get a free attack.

1. Set it up: a timing tap with a narrow zone. Miss and they shut it down (advantage to them).

2. Tap or snap: a four-arrow combo appears. Enter it as fast as you can with the arrow buttons. A wrong arrow resets the combo. Your opponent races through their own combo at the same time. Each finished combo moves the meter one step: three steps your way and they tap, three steps their way and they escape, and a failed submission gives them the next position.

When the computer attacks you, it works the other way round: shut down the setup, then race to escape.

TAP OR SNAP

When a submission is locked in, it ends with a quick-draw duel. Wait for NOW!, then press A: the winner presses to snap, the loser presses to tap. Whoever is first decides how it ends: a clean tap, or a snap (lights out, for chokes). Pressing before NOW! is a false start. Higher belts react faster.

SCORING

Takedown, sweep, or coming up on top2 Guard pass or half guard pass3 Mount or back take4 Near miss or a close submissionadv Submissionwin

The MENU button (or Escape) takes you back to the title screen to pick another belt. Leaving mid-match doesn't count as a loss.

v0.9.4 · black console with the Jesters badge
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