The short version
A pseudo-3D raycaster shooter that clears the mobile-controls bar cleanly and already shipped with a correct viewport tag, unlike several of its stablemates. The twin-stick scheme was confirmed for real - a genuine touch drag walked the player down a corridor and a genuine touch drag on the second stick fired a visible shot at a guard.
Biggest strengths
- Genuine, correctly-implemented twin-stick touch controls - the left virtual stick drives movement and turning, the right drives aim with auto-fire, both confirmed with real CDP touch drags that visibly moved the player down a corridor and fired a shot that visibly struck a guard's position
- Already ships with a correct viewport meta tag, avoiding the shrink-to-fit sizing bug found in several of its LittleJSArcade stablemates this cycle - confirmed via window.innerWidth reading the correct 390 on a simulated phone with no fix needed
- A minimap, HP bar, ammo counter, and a guard kill-counter (0/12) all render and update correctly, giving a real sense of a level with a defined goal rather than an aimless corridor
Biggest weaknesses
- A fairly plain, single-tileset dungeon-corridor aesthetic - functional pseudo-3D but not visually distinctive
- A straightforward "clear 12 guards" objective with no stated level variety beyond the one maze
- Sound wasn't deeply exercised in testing beyond confirming the mute toggle and firing sound assets exist
Who it's for: Fans of classic Wolfenstein-style corridor shooters who want a real twin-stick control scheme on a phone rather than a keyboard-only novelty.
Our recommendation: play
7.9 / 10
Opening
Wulfstein is a small pseudo-3D raycaster shooter in the classic Wolfenstein mould: brick corridors, a minimap, a health bar, and a dozen guards to clear from the maze. It's built on the same open-source LittleJS arcade collection as several other titles reviewed this cycle, but unlike most of them, it already shipped with the viewport tag its stablemates were missing.
Twin-stick controls, confirmed with a real shot
The control scheme is a proper twin-stick layout: a left virtual stick for movement and turning, a right virtual stick for aiming, with auto-fire while it's held. This was tested with genuine multi-point touch input on a simulated phone rather than taken on faith - a real held touch-drag on the left stick walked the player forward down a corridor, revealing an ammo crate and a guard directly ahead, and a real held touch-drag on the right stick produced a visible fired shot travelling toward that guard's position, captured directly in a screenshot. Desktop WASD movement was confirmed separately and advanced the player correctly along the same path.
A real level, not just a demo corridor
The HUD tracks HP, ammo, and a guard count (0 of 12) against a live minimap showing the maze layout and marked points of interest, which gives the level a genuine sense of structure and a clear win condition rather than feeling like an open-ended tech demo.
Final Verdict
A solid, correctly-controlled pseudo-3D shooter that does the twin-stick basics properly and proves it with a real touch-fired hit, not just a code read. Visually plain and single-level, but functional, free, and genuinely playable with a thumb.
Pros and cons
Pros
- Genuine, correctly-implemented twin-stick touch controls - the left virtual stick drives movement and turning, the right drives aim with auto-fire, both confirmed with real CDP touch drags that visibly moved the player down a corridor and fired a shot that visibly struck a guard's position
- Already ships with a correct viewport meta tag, avoiding the shrink-to-fit sizing bug found in several of its LittleJSArcade stablemates this cycle - confirmed via window.innerWidth reading the correct 390 on a simulated phone with no fix needed
- A minimap, HP bar, ammo counter, and a guard kill-counter (0/12) all render and update correctly, giving a real sense of a level with a defined goal rather than an aimless corridor
- Desktop WASD movement and mouse aim confirmed working separately, advancing the player correctly down the same corridor
- MIT licensed, no third-party analytics found in the shipped file
Cons
- A fairly plain, single-tileset dungeon-corridor aesthetic - functional pseudo-3D but not visually distinctive
- A straightforward "clear 12 guards" objective with no stated level variety beyond the one maze
- Sound wasn't deeply exercised in testing beyond confirming the mute toggle and firing sound assets exist