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Arcade › Axeborne Strike
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Axeborne Strike was built by Yevhenii 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 Axeborne Strike 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.
Create a small, single-scene 3D combat-animation showcase titled “Axeborne Strike.” Use a Three.js-style third-person camera at a fixed, slightly elevated position behind and to the right of the character, looking toward the center of a circular arena. The camera should use a moderately narrow perspective view, with the character large in the foreground and the arena/background fading into dark fog. Do not add enemies, combat damage, health, score, movement, levels, or other gameplay systems: the sole interaction is previewing one axe attack animation. Scene and art direction: use a dark, stylized low-poly fantasy presentation. Set an almost-black burgundy background with fog. Place the character on a broad, very dark brown circular cylindrical platform with a thin glowing muted orange ring near its edge. Add a flat dark backdrop behind the arena. Illuminate the scene with warm cream/orange key light from above/front-left, soft neutral fill, and a cool blue-violet rim light from behind/right. Enable soft character and platform shadows, with a warm shadow cast to the right. Scatter roughly three dozen tiny warm golden dust motes around the arena at varied heights; they should slowly drift and rotate subtly. Player character: load or recreate a stylized low-poly barbarian/adventurer warrior, centered on the platform, viewed primarily from behind. The warrior has a large stocky body, rounded brown/orange hair or helmet silhouette, visible pointed teeth/fangs around the face/profile, chunky armor/clothing in tan, brown, blue, and red accents, and holds a large gray double-headed axe on the right side. Use a rigged humanoid model with animation clips. Start in a looping idle/ready fighting stance, with the character facing away from the camera toward the arena. Make all model meshes cast and receive shadows. Core interaction and animation: show a HUD status initially reading “Ready stance.” A prominent bottom-center orange button says “Swing the axe”; a smaller dark square button beside it contains a reset/rotate-arrow symbol. Clicking/tapping the swing button, or pressing Space or Enter, plays exactly one non-looping animation named or equivalent to “1H_Melee_Attack_Slice_Horizontal.” The attack is a heavy horizontal one-handed axe swing from right to left at chest height, visibly including a left-foot step, torso twist, and then a guarded recovery. While it plays, update the status to “Heavy horizontal swing” and prevent a second swing from starting until the animation finishes. After the clip completes, return automatically to the looping idle animation and set the status to “Recovered fighting stance.” The reset button must immediately stop/reset the attack and return to the looping idle animation with status “Ready stance.” HUD/layout: overlay UI over the canvas without blocking the 3D view. In the upper-left, place a translucent near-black rectangular panel with a thin muted-gold border and soft shadow. It contains the small uppercase gold eyebrow “COMBAT ANIMATION STUDY,” the large cream title “Axeborne Strike,” and the exact explanatory text: “One heavy horizontal swing — right to left at chest height, a left-foot step, torso twist, then a guarded recovery.” In the upper-right, place a compact dark translucent status badge with a thin subtle border and uppercase/spaced pale-gold status text. Keep the controls centered along the bottom with a gap between buttons. Use responsive spacing so the panel and controls remain usable on small screens; on mobile, move the status badge down near the bottom-right above the controls. Preserve the dark, premium editorial/animation-study feel, with cream typography, warm amber accents, and no extra HUD indicators.