Beatemup Control

Beatemup icon

Your phone is your fighter's controller. Team up with friends in Beatemup, a street-fighting adventure for one to six players.

Join and start

  1. Keep the main game open on the shared screen.
  2. Join its RCWeb room on your phone, or scan the game's QR invitation.
  3. Choose an available fighter and enter your name.
  4. Tap Start the uprising. Advance through the comic, then start fighting!

Choose your fighter and start from the setup screen

You can join an ongoing fight if a place is available. The controller connects you automatically and opens the controls. If the crew is full, leave this page open to join when a place becomes free.

Move with one thumb, fight with the other

Phone controls with a draggable joystick and illustrated action buttons

  • Joystick: drag to move; release to stop. Move up or down to line up with enemies.
  • Punch: hold for repeated combinations. With a weapon equipped, this swings it.
  • Kick: hold for heavier attacks that can break a robot's guard.
  • Jump: clear ground attacks. Attack in the air for a flying kick.
  • Pick up: collect a nearby weapon or revive a fallen friend.
  • Overdrive: fight to fill the meter, then tap when it is ready.

Your health, overdrive charge, score and equipped weapon appear above the controls. Weapons wear out; check the remaining hits beneath the weapon name.

For the team's remaining automatic respawns, look for TEAM REVIVES at the bottom-right of the shared game screen. Read the full player guide for weapons, bosses and survival tips.

Menu, pauses and a fresh start

Open Menu to change your name or see the game options. Choose your fighter before the game starts.

The crew captain can pause and resume. Any joined player can start a game or choose Fight again after it ends. The captain is the first connected player.

If the main viewer is refreshed and resets to the lobby, this controller returns to the setup screen. Choose a fighter and start again when everyone is ready.

If the connection drops

Keep this controller open and visible while you play. A quick refresh normally keeps your fighter and score. If you leave it hidden or disconnected for longer, your place becomes available to someone else.

If you see Connecting to the viewer, check that the game is open and both devices show the same room. The controller retries automatically.

Back to apps leaves the crew and returns this phone to the room's app picker. The shared game keeps running for the other players.

Implementation and agent information

  • beatemup-c sends controller inputs to the authoritative beatemup viewer using RCWeb messaging. Production code uses ES5 JavaScript and conservative CSS.
  • A session-storage player key preserves identity across quick reloads. Names use RCWeb's shared rcwebName setting and a sixteen-character limit.
  • Unanswered viewer offers and stale sessions trigger reconnection after 2.6 seconds. The viewer detects missing heartbeats after three seconds and reserves disconnected places for five more seconds.
  • Explicit Back to apps departures release a slot immediately. Preserve the same-room return link and viewer handoff behavior when editing.
  • A transition back to the lobby must reopen setup and clear held controls. Ordinary lobby updates must not repeatedly reopen a menu the player closed.
  • Keep new-player instructions above this section. Use headings and lists, avoid tables, and compress locally stored screenshots.

See the main app's implementation notes, verification notes and artwork notes. Read the repository instructions and RCWeb app guide before changing either app.

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