Complete gameBlade Waltz
A Tales-style action-battle gauntlet on a round arena: ten waves of monsters, a party of four, and you control the swordsman only. Run freely, land 3-hit combos (J / click), spend TP on artes (K — neutral for the Demon Fang ground wave, toward the target for the Sonic Thrust dash, away for the launching Tiger Blade), guard with L, and unleash the Mystic Arte with SPACE once the Overlimit gauge fills from dealing and taking hits. Normal hits refill TP; guards only cover your front; stone golems and bosses shrug off single hits. Your AI party plays its roles: the lancer brawls and chains thrusts, the archer kites and volleys, the sage heals, revives and casts fire and stone with interruptible cast times. The tenth wave is a drake with claws, a tail spin, fire breath, a roar and wisp summons. Every combatant is a dynamic puck inside a ring of static wall segments; melee is resolved from arcs, while arrows, bolts, fireballs and waves are sensor bodies delivered by InteractionListeners with side filtering done by sensor masks. In 3D a side-on chase camera frames the player–target line over a stone arena in a meadow, with jointed low-poly rigs for every combatant.





