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Blade Ring

  • 3d
  • third-person
  • melee
  • arena
  • action
  • survival
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ismail Assarov built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blade Ring yet. Play it, then tell Ismail Assarov what you would add next.

Make your own game

Blade Ring was built by Ismail Assarov 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 Ring 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 Ring

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 browser-based 3D third-person melee arena game titled “Blade Ring.” Use Three.js-style rendering with a dark navy background and light fog, soft shadows, ACES-like cinematic tonemapping, and a camera that follows the player from behind at about 7 units away with a 55-degree perspective view. The player is a stylized medieval swordswoman centered in the arena, facing toward the enemies. Use a humanoid medieval woman model with dark burgundy/purple clothing, a royal-purple cloak, gold belt trim, and a visible sword held at her right side. The sword should have a pale metallic rectangular blade, gold crossguard, and dark brown grip; during an attack it swings visibly forward/upward and then returns to its resting pose.

Build a circular combat arena: a broad dark blue-gray cylindrical outer platform approximately 15 units in radius, a slightly raised/differently colored inner circular floor approximately 11.5 units in radius with a muted plum-brown surface, 24 short orange-brown rectangular ring markers evenly spaced around its edge, and eight chunky gray-blue polygonal pillars around the outside perimeter. Light the arena with a warm directional key light, cool fill/rim light, and ambient hemisphere light so the characters cast soft shadows.

Place exactly three large stylized green orcs at the start, initially around positions left/back (-5,-3), right/back (5,-2), and centered farther back (0,-8) in arena coordinates. They should use animated monster models, face toward the player, and have idle, walk/run, hit reaction, and death animations where available. Each orc has 3 hit points. Enemies continuously pursue the player at about 1.15 units per second until within roughly 2.15 units; while close they stop and periodically attack every 1.15 seconds, dealing 8 HP damage to the player. On being hit, briefly show a hit reaction; at zero HP, play a death animation and leave the defeated orc fallen. Defeated orcs increment the score, and the goal is to defeat all three while surviving. Do not add enemy spawning, ranged attacks, loot, waves, or other mechanics not described here.

Player controls: support WASD and arrow-key movement through third-person movement controls, with movement speed around 4.5. Support Space or J to attack, and provide a large circular on-screen ATTACK button for touch/pointer input. Attacks have a 0.62 second cooldown and only affect living enemies within 2.65 units of the player; each valid swing removes one enemy HP. Prevent attacking while on cooldown or after game over. Use the player’s idle sword animation when still, run/walk animation while moving, and a one-shot sword-slash animation during attacks.

Overlay the game with a fixed, responsive HUD. At the top left, show a dark translucent rounded panel with gold uppercase title “BLADE RING” and the instruction “WASD / arrows to move · Space or ATTACK to strike.” At the top right show “HP 100 / 100” (updating as damage is taken), a horizontal health bar that transitions from coral/red to gold and shrinks with HP, and “Orcs defeated: 0” (updating on kills). At the bottom center show the hint “Close the distance, then time your sword swings.” At bottom right show the circular brown ATTACK button with a thin gold border and a pressed scale/color response. Keep the interface in a dark blue-black, warm gold, coral, and muted plum palette, with rounded translucent panels and clean bold sans-serif text.

When HP reaches zero, stop player/enemy gameplay and display a centered dark translucent overlay with the heading “Fallen,” text such as “You defeated X orcs.” and a gold Restart button that reloads/resets the game. Preserve the atmospheric dark arena presentation and clear readable HUD on desktop and mobile screens.

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