Temple Battle Lightsaber
Why We Picked Temple Battle Lightsaber
Temple Battle Lightsaber keeps its levels short, its retries cheap and its hints to itself. It comes down to working out how to get out of the room, and the game rarely asks you to do the same thing twice. The levels are short because the interest is in the route, not the distance. It earns the slot by being finishable in a sitting without feeling small while you are in it. On the record: 264 of 500 on the arcade shelf, 4.3 out of 5 from 178 ratings, and 3,977 plays.
How to Play
The game is small enough to explain in three lines:
- Arrow keys move you and nothing else needs mapping.
- Find the way out of the room; the exit is usually behind the thing you have not examined.
- Learn how the character moves on safe ground before you need it over a hazard.
Editor’s Note
Progress rarely saves, so plan to finish a level in a single sitting. Little on these pages tracks progress between visits, so each level is approached from its own beginning.
Written by the UGFJD editorial team for this page. The publisher’s own description follows below, unedited.
Publisher Description
Supplied by the game’s publisher; reproduced as-is.
Two players, one keyboard, and a pair of humming beam swords: Temple Battle Lightsaber turns a shared machine into a dueling arena where the first warrior to reach ten kills takes the crown. It is built from the ground up for couch rivalry, the kind of game where every round ends with someone demanding a rematch.
Each fighter picks a side, red or blue, and the controls are split cleanly across the keyboard. The red player moves with the WASD keys while the blue player uses the arrow keys, so both duelists sit shoulder to shoulder with no extra hardware needed. Combat revolves around closing the distance and landing strikes with your lightsaber while dodging the opponent's blade, and every kill pushes you closer to the ten-kill target that ends the match.
The temple itself is as dangerous as your friend. Poisonous water rises from below every second, steadily shrinking the safe fighting ground and forcing both players upward into tighter spaces. Touching the water means instant death, which counts just as much as a sword kill for your opponent. On top of that, TNT drops from above without warning, and standing in the wrong spot when it lands is another way to hand over a free point. The arena hazards ensure that even a skilled fencer can lose to the environment.
Winning consistently means fighting with the map, not just against your rival. Try to hold the high platforms as the water climbs, since the player below has fewer escape routes and less room to dodge falling explosives. Baiting your opponent into a swing near the edge, then sidestepping so momentum carries them toward the hazard, is a satisfying way to score. Keep one eye on the sky too; the TNT is easy to forget mid-duel, and forgetting is fatal.
This duel is ideal for friends, siblings, and anyone who misses the days of two-player games on one screen. Fast rounds, simple controls, and constant chaos make it an instant party staple.

