Title

Sumi: Crossfire

Crossover · three episodes · desktop or touch

3D side-scrolling beat 'em up. Sumi's samurai against enemies from Cyberhell, Clash and Space Runner 3D. Fully playable on a phone.

Play in the browser ↗ brawler.acidlemon.com
Episode 3, Stage 1, Students' Gate: a lineup of boss fighters standing across a stone courtyard in front of a burning Edo gatehouse, green pines behind them, with Masayoshi's health and spirit bars at top left.
In game Three.js · side-on stages · woodblock meets neon Captured from brawler.acidlemon.com
What it is

A side-scrolling beat 'em up in 3D, built in three.js. Masayoshi steps out of Sumi and into a crossover — the enemies come from the rest of the shelf: Cyberhell's demons, Clash of Steel Blades' fighters, Space Runner 3D's raiders. Three episodes run from feudal courtyards to neon rain alleys and the roof of a bullet train, with time-portal rail runs carrying you between them. A difficulty slider sits on the pause menu and the level editor is on the title screen. It is fully playable on a phone, too — the whole campaign, portal runs included, plays on touch controls in portrait or landscape.

The mechanic

The portal between episodes

Clearing an episode does not cut to a menu. A time portal opens and the game switches from side-on brawling to a rail run — the camera swings in behind the hero and you ride a tunnel toward the next era, still fighting, until a boss waits at the end of it. Then you land, the camera goes side-on again, and the next episode starts in a world that was never in the first game.

In the wild
A time-portal rail run: the hero racing down a magenta neon tunnel toward the Portal 3 boss, a MULTI hit callout over a pack of enemies, the boss bar at the top of the screen.
Portal run — on rails through the time tunnel
Episode 2, Stage 3, Bullet Train: Masayoshi on the roof of a speeding white train under a red moon and a pagoda skyline, enemies closing in from both sides beneath the BULLET TRAIN stage title.
E2 Stage 3 — fighting on the roof of the bullet train
The pause menu over a rainy stage: Resume, Restart Stage and Quit to Title, with the difficulty slider beneath set to Nightmare.
Pause — the difficulty slider, set to Nightmare
On a phone
Sumi: Crossfire on an iPhone in landscape, Stage 1 in the Dojo Courtyard: Masayoshi cutting through a brawler in a spray of red, a +6 BULLETS +2 SHELLS pickup callout, the move stick at bottom left and the Light, Heavy, Special and Jump buttons at bottom right.
iPhone landscape — move stick, four attack buttons
A portal rail run on a phone held upright: the hero running down a magenta neon tunnel under a BOMB callout, the game on the top half of the screen and the touch pad below it — Katana swap, Bomb and Item buttons, the move stick, and the Light, Heavy, Special and Jump cluster.
Portrait — portal run, bomb on its own button
Episode 3, Stage 1, Blade Path on a phone held upright: a snowy shrine road under a full moon and a torii gate, the stage title across it, and the full touch pad underneath.
Portrait — E3 Blade Path, full touch pad
How to play
WASD
Move
J / K
Sword
Space
Jump
L
Bomb
Q
Gun
Esc
Pause · difficulty

On a phone, the whole game plays on touch — a move stick on the left, Light, Heavy, Special and Jump on the right, with Bomb, Item and weapon swap above them. It works held upright or sideways. The level editor is on the title screen — build rooms, then playtest them.

Play

Runs in the browser on its own host. Nothing to install.