
Warp Wizard
Make a face. The level changes.
Warp Wizard is a 2.5D dungeon crawler running on a hand-written raycasting engine, and the webcam reads your expression the way a controller reads a button.
Your face does two things at once. It decides how you fight:
- Squint — dark magic starts charging in your staff. Let it fill and it fires on its own.
- Open your mouth wide — a shockwave throws everything off you. It's a panic button, and it has a cooldown.
- Bring your hands together — the charge you saved turns back into health.
- Smile — you hit harder, and the world turns gold.
And it decides which world you're standing in. Hold the expression, press TAB, and the level flips to a parallel version of itself: other enemies, other music, other walls. Some passages only exist in one of the three. Clearing a stage is partly deciding which version of it you want to be inside.
Free, runs in this page, no install and no account. You'll be in a fight inside a minute.
No webcam? Nothing is locked.
Every expression has a key behind it — TAB warps, V screams — and there's a mouse scheme too. The camera changes how it feels to play, not what you can reach.
And it never leaves your machine. Face and hand tracking run locally in your browser through MediaPipe: nothing is recorded, nothing is uploaded, nothing is sent anywhere.
Past the first stage
Ten stages, each existing in three parallel versions. Ten bosses that change their pattern as you take them apart. A Horde mode with dimensional fractures. Online co-op and versus for 2–4 players over P2P. And a soundtrack that composes itself as you play, which you can run through four different sound engines — from clean synth to PC-speaker chiptune.
Controls
W/S move, A/D turn, Q/E strafe, U or click to shoot, TAB warp, V scream, C toggle camera, N calibrate neutral, M music, Enter/Esc pause.
Gamepad: left stick moves, right stick looks, R1/R2 shoots, L1/L2 switches dimension. English & Español.
Still in development
Playable end to end, but I'm still sanding down the first two minutes. If you bounce off early, that's exactly the feedback I want — tell me where, and why.
Built without a single external asset: every sprite, wall texture, sound effect and note of music is generated in code at runtime. There isn't a .png or a .wav in the build.
Code written with AI assistance.
| Updated | 3 days ago |
| Published | 16 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | AETHYR Games |
| Genre | Shooter |
| Made with | Phaser |
| Tags | Arcade, Boss battle, Dungeon Crawler, Fantasy, First-Person, Multiplayer, Procedural Generation, Retro, Singleplayer, webcam |
| Average session | A few minutes |
| Languages | English, Spanish; Latin America |
| Inputs | Keyboard, Mouse, Xbox controller, Gamepad (any) |
| Accessibility | Interactive tutorial |
| Multiplayer | Ad-hoc networked multiplayer |
| AI Disclosure | AI Assisted, Code |





Comments
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Cool idea making the 2D map into 2.5D indeed, but the local facial-tracking mechanic via MediaPipe is the real game-changer here! I remember the time make applications on sports and healthcare just using MediaPipe!