Slide the colour carts to their matching gates — read the order and the whole board unravels.
ARCADE / NEURAL STRIKER: TANDEM
Neural Striker: Tandem
Move: WASD / arrows · KICK: space · touch stick + KICK button on mobile
Wingman intent — standby · – ms
You and a neural wingman take on two AI rivals in fast 2v2 soccer. The panel below the pitch shows your partner's live plan every 15 Hz: CHASE the ball, PASS into space, SHOOT, PRESS the carrier, or COVER your goal. First to 3 wins; if the score is tied at 2:00, the next goal decides it.
How to play
Rules
You control the amber player; your cyan wingman reads the play while two red rivals defend. First to 3 goals wins. If tied at 2:00, score the next goal.
Controls
Move with WASD or arrow keys; kick with Space. On mobile, use the stick and KICK button.
Tips
Watch the Wingman panel: CHASE wins the ball, PASS finds space, SHOOT attacks goal, PRESS closes down, and COVER protects your goal. Pass where your partner is heading, not where the ball was.
Behind the game
Neural Striker: Tandem is 2v2 soccer where the most useful teammate call is visible. You are the amber player, paired with a cyan wingman against two red rivals. Three goals wins, and a tie at two minutes turns the next goal into the whole match, so a careless attack can change from brave to expensive in an instant. The pitch is small enough that every touch has a consequence: one loose ball can become a break, one patient pass can pull both defenders out of their preferred shape.
The first skill is to play the space your partner is creating rather than the ball's old location. If the wingman is moving into a lane, lead the pass toward where it will arrive. If it is pressing a carrier, offer a recovery angle instead of joining the same crowd. If it is covering your goal, you have permission to carry the attack farther, but keep an eye on the return lane. Space is the kick, whether you use the keyboard or the touch controls. Near goal, choose a shot when the defender is committed; farther out, a simple square pass can be stronger because it makes the next touch face an open net. In sudden death, reset your shape before forcing the final chance.
The panel labels the wingman's learned intention at a steady cadence: CHASE, PASS, SHOOT, PRESS, or COVER. These are not five buttons you command. They are readable summaries of what its neural policy has selected from the immediate game state, learned through self-play across the roles on the pitch. That is why the same player can chase in one moment and become cover in the next without a preset playbook. Treat the panel as a teammate's body language. It lets you anticipate a run, avoid duplicating a defensive job, and turn an AI decision into a deliberate two-person move. The fluorescent field is a conversation at speed: cyan signals an idea, amber supplies the timing, and the red pair is always looking for the one pass that was telegraphed too early.
MLP 25-64-64-18 · infer 0.5 ms
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