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Blade of Two Worlds

  • 3d
  • action
  • melee
  • fighting
  • duel
  • pve
  • local-multiplayer
  • medieval
  • wuxia
  • web
0
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Blade of Two Worlds was built 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 Blade of Two Worlds 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.

Read the build brief for Blade of Two Worlds

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 browser-based 3D melee fighting game titled “Blade of Two Worlds” / “铁骑论剑”. It is a compact, skill-focused medieval-knight-versus-wuxia duel game with a dark steel-blue presentation and gold accents.

Use Three.js/WebGL with a full-screen canvas and a fixed perspective camera looking slightly down into a circular arena. The scene should have a dark blue-gray background with subtle fog, a rough charcoal-brown circular ground disk, and a thin metallic-gold ring around the arena edge. Put a simple medieval castle wall backdrop across the rear of the arena, with corner half-towers at both ends. Use directional warm key lighting and cool hemisphere fill lighting, with shadows on the ground. Load and animate humanoid knight models: a more detailed knight model for the player and a separate knight model for enemies. Characters stand and fight on the arena floor, facing their opponent; the camera gently shifts horizontally toward the midpoint of the combatants.

At first load, show a centered modal setup card over a dimmed game view. The card is dark charcoal with a thin gold border, rounded corners, and a large Chinese title “铁骑论剑”, subtitle “纯技成王 · 精确拼刀”. Offer four selectable weapon buttons under “武器”: “长剑” (longsword), “偃月刀” (sabre), “剑盾” (sword and shield), and “长枪” (spear). Offer four selectable school buttons under “门派”: “雁门”, “峨眉”, “少林”, and “昆仑”. Selected options use a gold fill; unselected options are dark gray. A large gold “入局” button starts the game. Default to longsword and yanmen. On start, hide the menu and begin the first campaign level once the models have loaded.

The core combat is real-time, timing-based, and uses shared fighter state for player and AI. Each fighter has 100 HP and 100 stamina. Attacks consume weapon-dependent stamina and run through windup, active, and recovery phases. Longsword: reach 2.6, windup 0.20 seconds, active 0.12, recovery 0.28, stamina cost 12, damage 12. Sabre: reach 3.0, windup 0.30, active 0.14, recovery 0.42, cost 16, damage 14. Sword-and-shield: reach 2.2, windup 0.18, active 0.10, recovery 0.24, cost 10, damage 10. Spear: reach 3.6, windup 0.26, active 0.16, recovery 0.36, cost 14, damage 13. Stamina regenerates at 18 per second while idle or blocking. Attacks can be initiated while idle or blocking; dodge costs 20 stamina and lasts 0.35 seconds, moving the fighter in the selected direction at speed 4. A fighter is temporarily invulnerable after being hit or during a dodge.

Implement close-range clash resolution between opposing fighters. When an attack reaches its active phase and the opponent is within the combined weapon reach plus a small tolerance, apply the following outcomes: a block reduces stamina by 6 and produces a small spark; a block during the first 0.16 seconds is a precise parry, showing a brief full-screen radial flash and a “PARRY” toast, putting the defender into hit state while canceling the attacker into recovery; striking an opponent during recovery causes a “BREAK”, deals 1.8 times normal damage, creates hit stun and sparks; otherwise deal normal damage and hit stun if the target is not invulnerable. Show a bright spark particle at impact and a brief pale flash for major clashes. When the player’s school is involved in a successful parry, spawn a short-lived colored ink-trail/ink-bloom effect near the fighter: yanmen pale blue, emei pink, shaolin warm pale gold, kunlun mint green. Defeated fighters play a death animation and remain in the scene.

Campaign mode should automatically progress through these ten encounters: L1 one soldier; L2 two soldiers; L3 one archer plus one soldier; L4 one heavy; L5 soldier, archer, heavy; L6 one xia duelist plus one soldier; L7 two xia duelists; L8 heavy, archer, and two soldiers; BOSS1 one boss with parry-focused behavior; BOSS2 one boss with feint/direction-changing behavior. Spawn enemies from the player’s right in the arena. Soldiers have 80 HP and basic aggressive behavior; archers 60 HP and ranged positioning behavior; heavies 140 HP and turtle/blocking behavior; xia duelists 90 HP and a higher parry chance; boss1 220 HP with strong parry behavior; boss2 260 HP with feint behavior. AI should approach or retreat to sensible ranges, periodically attack, block, or dodge, and share the same attack/block/dodge/clash rules as the player. After all enemies in a level die, display “CLEAR S/A/B/D” based on remaining player HP: S above 90, A above 70, B above 40, otherwise D. Automatically start the next level after a short delay; after the final boss show “ALL CLEAR”.

Also support local two-player versus mode. A double tap on the touch canvas toggles between campaign and versus. In versus, spawn a second identical knight on the right using the same currently selected weapon, with the second fighter using the emei school for its visual effect. The two players fight under identical shared rules and the HUD’s right side tracks player two. The versus mode label should read “VERSUS (mirror weapon)”; campaign should show the current campaign level.

Desktop controls: Player 1 uses WASD for movement direction, J to attack, K to block, and L to dodge. Player 2 uses arrow keys for movement, I to attack, O to block, and P to dodge. Movement should work in the arena on both X and Z axes, clamped to the playable area. Direction input is also passed into attacks and dodges. On touch screens, a swipe on the canvas becomes an attack in the swipe direction; a short tap blocks; swiping toward the opponent blocks, while other swipes attack. Double-tap switches campaign/versus. Prevent page scrolling and make the canvas touch-friendly.

The HUD is fixed over the canvas. At top left show “玩家 · 骑士”, a red HP bar and a smaller blue stamina bar. At top right show “敌人 · 兵卒” in campaign or the opposing player in versus, with matching red HP and blue stamina bars. Center the gold mode label at the top, such as “铁骑论剑 · 战役 L1 (双击屏幕切换双人)”. Put a small muted hint line at the bottom explaining the P1/P2 controls, touch gestures, and “拼刀窗160ms”. Use large centered temporary toast text around the middle for “PARRY”, “BREAK”, level names, and clear ratings. Use a dark #10141a-style backdrop, off-white text, muted gray UI, gold #b8924a borders/highlights, red health bars, and cyan-blue stamina bars. Keep the overall art style grounded and semi-realistic through the imported 3D knight/castle assets, while the UI is minimalist and inspired by Chinese martial-arts calligraphy: restrained, high contrast, and no fantasy HUD clutter. Ensure the game is playable immediately after choosing the loadout and preserve the focused one-arena duel composition rather than adding menus, progression systems, inventory, story scenes, or unimplemented features.

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