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Eagles vs Dragons
Three phases. One legendary dragon.
ARROWS/WASD move · SPACE attack in green window only · Revive allies by flying through them
ARROWS/WASD move · SPACE attack in green window only · Revive allies by flying through them
🎮 How to Play Eagles vs Dragons
Desktop / Keyboard
  • ARROW KEYS or WASD — move eagle away from dragon attacks
  • SPACE — attack the dragon ONLY during the green glow window
  • Attacking outside green window = no damage and -5 points penalty
  • Green glow with ATTACK NOW text = your damage window is open
  • Fly through fallen ally orb to revive them instantly
  • Ultimate charge bar fills from successful hits
  • SPACE at 100% Ult = Divine Strike deals 40 damage ignoring window rule
  • Three dragon phases each harder than the last
  • Phase 1 single fireball and slow sweep, Phase 2 twin fireball and fast sweep, Phase 3 triple spread and instant stomp
  • ESC — return to level select
Mobile / Touch
  • Drag finger to move eagle away from dragon attacks
  • Tap to attack — only works in the green window
  • Green glow on dragon = safe to attack right now
  • Red or orange glow = incoming attack — move away immediately
  • Tap fallen ally orb to revive them by flying close
  • Ult bar at top — tap when full for Divine Strike
  • Fireball: move perpendicular to the incoming trajectory to dodge
  • Sweep beam: stay outside rotation radius or pass through gap
  • Stomp shockwave: position above dragon shoulder height
  • Three phases each with progressively harder attack patterns

About Eagles vs Dragons

Eagles vs Dragons is a boss fight game with one rule governing every second: you can only damage the dragon during its brief recovery window between attacks. Attack outside the window and nothing happens — no damage, minus five points, wasted attack cooldown. The green glow that appears around the dragon after each attack is your only opportunity to deal damage. Everything in the game is built around reaching those windows, exploiting them efficiently, and surviving the attacks that precede them without losing life or ally health unnecessarily.

The dragon cycles through three attack types in each phase. Fireballs are aimed at your eagle's position at the moment of firing — not where you will be when they arrive. The correct dodge is perpendicular to the fireball trajectory. Breath sweep generates a rotating beam of fire you dodge either by staying outside its rotation radius or by timing a pass through the gap between rotations. Stomp releases a shockwave from ground level, making the safe position above the dragon's shoulder height for the shockwave's duration. Each attack ends and the green window opens. That is your only moment.

Three AI eagle allies fight alongside you throughout the match. They fire automatically when the green window is open, providing damage you would not generate on your own across a full phase. Each living ally adds roughly three damage per window — modest individually but significant compounded over thirty to forty windows in a single phase. Allies can be killed by fireballs and sweep beams. When an ally falls a revival orb appears at its location. Flying through the orb revives the ally immediately, and the detour is almost always worth taking unless revival requires flying through an active attack trajectory.

Three dragon phases escalate with a clear and learnable progression. Phase 1 uses single fireballs and slow sweeps with a generous recovery window — ideal for establishing your dodge vocabulary and learning attack timings. Phase 2 adds twin fireballs that fire 0.3 seconds apart, where the second targets your dodge position from the first rather than your starting position. The sweep rotation speed increases and the recovery window shrinks. Phase 3 fires triple spread fireballs and a near-instant stomp cycle with the minimum window for your chosen difficulty setting.

Phase transitions are announced with a burst effect and a brief roar animation. This transition is safe — no attacks fire during the roar — giving you approximately sixty frames to reposition and revive any fallen allies before the new phase pattern begins. Experienced players use this window deliberately: sprint to the most distant ally revival orb, collect it, and position centrally before the new phase's first attack fires. The transition window is a scheduled opportunity, not just a visual break between phases.

The Divine Strike ultimate ability charges from successful hits within the window and deals forty direct damage ignoring all window rules entirely. On Easy with wide windows Divine Strike is useful but not critical. On Insane where windows are twelve frames long, every window opportunity is precious and a Divine Strike available precisely when Phase 3 begins can mean the difference between a clean kill and an additional ten to fifteen desperate window cycles under maximum attack pressure. Save it for Phase 3 unless HP is critical earlier.

Window timing is the primary mechanical skill and the most common failure mode. Players attack during what appears to be the start of the green glow when the previous attack is still completing rather than the window being truly open. The green glow has two distinct states: the beginning phase where it is not yet fully lit and the fully-lit phase where the window is genuinely open and attacks deal damage. Training yourself to wait for full brightness — not the first appearance of green — adds consistent hits to every window and eliminates the five-point penalty for premature attacks.

Ally management fundamentally changes run dynamics between difficulty levels. On Easy with wide windows a player can carry a run even with all three allies down. On Hard and above losing all three allies removes roughly forty percent of total damage output, making remaining phases significantly harder to clear before your life pool runs out. Reviving allies whenever safely possible is not a secondary consideration — it is a primary strategic objective that shapes your movement decisions throughout every phase of the encounter.

Visual telegraphs for each attack type are specific and consistent. Fireballs have a 0.3-second orange glow on the dragon's throat before firing. The sweep beam has a 0.5-second rotation start before accelerating to full speed. The stomp has a two-frame red foot animation before the shockwave releases. Learning these telegraphs converts attacks from reactive surprises to predictable sequences you position for in advance. Pre-positioning for the stomp — moving above shoulder height before the foot animation completes — is a clear example of how telegraph reading transforms difficulty feel.

Eagles vs Dragons is the most mechanically demanding of the ten games because it requires simultaneous attention to attack pattern, window timing, ally position, ultimate charge, and movement positioning. Each element individually is straightforward. Their simultaneous management under Phase 3 pressure is genuinely challenging. The learning curve is also the most rewarding: a Phase 3 clear on Hard after ten failed attempts feels like a genuine milestone, and the knowledge accumulated from each failure applies directly to the next attempt.

The three-phase structure creates a complete boss encounter arc. Phase 1 is learning. Phase 2 is application under increased pressure. Phase 3 is execution with full mechanical mastery demanded. Clearing all three phases on Insane difficulty is the game's highest achievement, representing mastery of every system under maximum time pressure. The leaderboard for Eagles vs Dragons is the most purely skill-reflective of the ten games — score differential here is almost entirely attributable to phase progression depth.

💡 Tips & Strategy
  • Never attack during the first frame of green window — wait until it is fully lit to confirm it is open
  • Revive allies immediately after they fall — each adds roughly 3 DPS per window across the phase
  • Save Divine Strike for Phase 3 unless HP is critical — Phase 3 windows are shortest so extra damage is most valuable then
  • Fireballs aim at your position when fired not where you will land — stop moving mid-air to dodge predictably
  • On Insane the sweep beam rotates fast enough that passing through the gap is more reliable than staying outside radius
  • Phase 2 twin fireballs fire 0.3 seconds apart — second targets your dodge position not your start position
  • Keep all allies alive through Phase 1 regardless of detour cost — three live allies can halve Phase 2 clear time
  • On Easy window is 60 frames and on Insane it is 12 frames — build timing on Easy before attempting Insane
  • Aim for two to three hits per window with combos rather than all-in attempts — multiplier compounds
  • Phase 3 stomp telegraphs with a two-frame red foot animation — use that cue to pre-position above shoulder height

Frequently Asked Questions

Why does my attack do nothing?
You attacked outside the green recovery window. The dragon is only vulnerable during the brief period after each attack.
What is the Divine Strike?
The ultimate ability — deals 40 damage ignoring the window rule. Fill the Ult bar with successful window hits.
How do I revive allies?
Fly through the glowing orb left where an ally fell. Contact is enough — no button press needed.
How many phases does the dragon have?
Three phases. Each has a harder attack pattern and shorter recovery window.
Is there multiplayer?
Not yet. The three AI allies simulate a cooperative feel while multiplayer is being developed.
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