A night-market brawl for up to 8 cooks, fought with a cleaver that always comes back to you.
Hold to wind up — the longer you hold, the further it flies and the wider it cuts — then let go and watch it arc out across the stalls and curve home. One cut kills anyone it touches. But the moment you throw, you are unarmed, and you stay unarmed until you catch it or go and fetch it. Every attack is a decision to disarm yourself.
Goods on the floor change the next throw: multiply it into three blades, lay a burning trail that denies ground even when it misses, freeze the floor so anyone crossing crawls, hunt the nearest cook, or detonate where the throw turns around. Every one of them does something whether or not it hits.
And the market closes. The rim comes in, the stalls fold away, and the last open floor is the one with nowhere left to hide. First to three rounds takes the night.
How to play Cut & Run
CONTROLS
Desktop — WASD or arrows to move, aim with the mouse. Hold the left mouse button or Space to wind up, release to throw. Shift to dash.
Phone — left thumb to move, the THROW button to wind up and release, a second finger anywhere to dash.
THE THROW
Hold to charge. A tap travels about 4 metres; a full wind-up reaches 18, flies faster and cuts a wider arc. The arc drawn ahead of you is exactly how far the current charge will reach.
IT COMES BACK
Your cleaver always curves home. Catch it to rearm — until you do, all you can do is run. Leave it too long and it drops where it is, and you have to walk to it.
WHO IT CUTS
One cut kills. Your own blade can never cut you. A blade that has bounced off a stall glows orange and cuts wider still.
DASH
A committed burst that goes where you aimed it. It cancels your wind-up and grants no invulnerability — the dodge is the movement itself.
GOODS ON THE FLOOR
MULTIPLY — three blades in one throw.
FIRE TRAIL — a burning path; anyone but you who crosses it dies.
FROST — freezes the floor; anyone but you who crosses it crawls.
HUNTER — picks the nearest cook and chases them.
BOMB — explodes on impact, or where the throw turns around, then returns to your hand.
THE CLOSING MARKET
As the round runs on the rim comes in and the stalls pack up. Step outside it and you burn. First to three rounds wins the night.