10 Second War is kind of a neat little game. Minimalist in graphics and gameplay -- WASD to move and mouse to shoot -- it exploits one clever idea: You have a series of units to control, and in 10 seconds you must destroy all enemies in the level. But you control only one unit at a time -- then select another one to control. The second time around, your first unit is moving the way you told it to the first time, and killing any enemies it manages to get before dying, in the same timed sequence; with your second unit, you try to get more. And then a third unit, with the first two moving and firing...
In other words, the strategy of the game is all about coordinating moves by a bunch of different units, all moving in realtime, but with you in essence giving them orders sequentially until the sum total of their coordination brings victory.
There are a fair variety of enemy types, and at more difficult levels, new unit types are introduced, such as shields and rocket-launchers, adding an element of combined arms to the coordination challenge. Some levels have friendly 'green' units which are preprogrammed to take actions -- you cannot change these, but must adapt your coordination to take advantage of what they do. There are 40 levels at present, and the game contains its own level editor.
In a way, 10 Second War feels like a very stripped down, action-oriented, single-player Laser Squad Nemesis, another game that involves realtime combat and coordination through planning.
10 Second War is, when you get down to it, about a single clever idea -- but it is a clever idea, and the game explores that idea's ramifications in a coherent way.