Appearance
Arcade › Arcane Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sacha_est_ici built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arcane Clash yet. Play it, then tell sacha_est_ici what you would add next.
Arcane Clash was built by sacha_est_ici with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Arcane Clash opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate a playable browser game titled “Arcane Clash,” a stylish 2D one-on-one arena fighting duel with a fixed side-view camera and responsive desktop/mobile controls. Use a full-screen canvas behind HTML UI, with a dark cosmic fantasy presentation: vertically graded navy-to-purple background, tiny softly twinkling stars, a central violet radial glow, faint concentric magical rings on menu/result screens, and a futuristic glassmorphism interface with rounded panels, thin lavender borders, purple-blue gradients, and bright neon accents. Main menu: center a large translucent dark panel. Show the title “ARCANE CLASH” in two lines using very large bold text with a pale lavender-to-purple-to-cyan gradient. Under it show the French tagline “Un duel 2D tactique, spectaculaire et rythmé. Choisis ton combattant, lis les ouvertures et impose ton style.” Provide a three-card character roster, with Nova selected by default using a cyan border and glow. The cards are Nova (“Équilibrée · Lame d’énergie”), Riven (“Tank · Marteau lourd”), and Lyra (“Distance · Orbes arcaniques”). Each card has a glowing colored orb portrait: Nova cyan/blue, Riven orange/crimson, Lyra lavender/purple. Include a prominent purple “Commencer le duel” button, a secondary “Comment jouer” button, and the small note that music begins after the first interaction. The help screen should explain: left/right or A/D to move, J to attack, K to guard, and L to use the ultimate; guard reduces damage and charges energy, and the ultimate costs 45 energy. Include a return button. When the duel starts, place the player at roughly 25% of the screen width and the opponent at roughly 75%, standing on a large dark futuristic arena floor around 78% down the screen. The arena has tall subtle vertical violet light columns, a glowing horizontal floor line, perspective floor grid lines, and a faint elliptical magical platform glow. The player fights one AI opponent selected as follows: Nova faces Riven, Riven faces Lyra, and Lyra faces Riven. The fighters are stylized glowing abstract humanoid avatars built from simple shapes rather than detailed sprites: a luminous circular head, a rounded rectangular colored torso, two pale blocky legs, and a glowing arm/weapon stroke. Nova uses cyan with blue-violet accents, Riven orange with dark red/magenta accents, and Lyra lavender with deep purple accents. They should bob slightly when idle and leave a faint glowing trail while moving. Combat rules and feel: each fighter has health and energy. Nova has 100 max HP, 10 normal attack damage, 145 attack reach, and a 27-damage ultimate. Riven has 135 max HP, 15 normal damage, 125 reach, and a 31-damage ultimate. Lyra has 88 max HP, 7 normal damage, 175 reach, and a 22-damage ultimate. Normal attack is unavailable during stun, an existing attack, or guard; Nova/Lyra attacks last about 0.34 seconds and Riven’s about 0.48 seconds. Pressing J, or the touch “Frappe” button, performs a close-range attack if the opponent is within that fighter’s reach. Pressing and holding K, or the “Garde” touch button, guards; guarded normal attacks deal only about 22% damage, display “BLOCKED,” charge the defender’s energy more, and cause a smaller knockback/stun. Successful unblocked hits cause a brief hit flash, particles, knockback, stun, screen shake, floating damage text, and build a combo count internally. Energy passively regenerates about 4 per second, normal attacks add a small amount, and taking hits also adds energy. Pressing L, or the “Ultime” button, requires at least 45 energy and consumes 45; it cannot be used while attacking, stunned, or guarding. Ultimates ignore guard and have special visual effects: Nova emits a bright sweeping energy arc, Riven creates a broad ground-quake stroke, and Lyra creates an arcane orb/projectile-like glowing effect. Nova’s ultimate hits within about 200 distance, Riven within 180, and Lyra within 240. Use strong colored particle bursts and a brief larger camera shake for ultimates. The opponent is AI-controlled and should adapt with simple readable behavior: periodically decide whether to approach, attack, guard, or use its ultimate. It approaches the player when out of range, attacks when close with a chance to guard, and sometimes uses its ultimate when in suitable range and charged. Both fighters face each other. Keep fighters inside horizontal arena bounds, apply movement friction, hit knockback, short hit stun, and attack/guard state animations. End the duel immediately when either health reaches zero. Show a result overlay with “Victoire !” if the player wins or “Défaite” if the AI wins, plus French outcome text, “Rejouer,” and “Menu principal” buttons. Battle HUD: overlay at the top without blocking the canvas. On the left show the player name and numeric HP, a cyan-to-blue health bar, and a thin lavender energy bar. On the right mirror this for the enemy with a red/orange health bar and orange energy bar. Center the status label, normally “DUEL,” changing to “GARDE,” “ATTAQUE,” or “ULTIME” based on the player state. At the bottom center provide touch-friendly buttons for left movement, right movement, J/Frappe, K/Garde, and L/Ultime; these must work with pointer/touch press and release. Also support keyboard arrow keys or A/D, J, K, and L, preventing browser scrolling. Make the layout responsive for narrow mobile screens. Add simple synthesized looping menu and battle music that starts on first interaction, with a softer menu tempo and faster battle tempo, but keep it unobtrusive. Maintain the visual language throughout: near-black navy background, translucent panels, purple shadows, lavender text, cyan player effects, warm orange/red enemy effects, rounded controls, neon glow, particles, floating damage numbers, and restrained screen shake. The result should be an actual interactive duel, not a slideshow or mockup.