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Arcade › Blade Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nazirbarlow286 built it with Cinevva, so it works on a phone or a tablet too.
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Blade Rush was built by nazirbarlow286 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 Rush 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 playable third-person 3D arena action game titled “Blade Rush.” Use a stylized low-poly cyberpunk fantasy presentation in a dark blue scene with fog, a large circular raised arena made from dark slate-gray cylinders, and a glowing orange-red ring around the arena edge. Use a high, slightly angled perspective camera that follows the player; when lock-on is active, frame the player and the selected enemy together and keep the duel centered. The camera should smoothly follow and look toward the player/target midpoint. The player is a detailed hooded cyber-warrior standing in the arena. Model a dark masked/respirator face under a deep red-brown hood, glowing cyan eyes, a torn red cloak, exposed skin on the left torso and left arm, a cybernetic metallic right arm and right leg with bright cyan glow strips, dark armor and wrappings, a dagger in the right hand, and a pistol/blade-like sidearm in the left hand. Give the character smooth facing toward movement, the mouse/touch aim direction, or the locked target. Add a subtle walking bob, visible weapon animation, glowing slash arcs, hit flashes, particle bursts, and blue dash afterimages. The core loop is wave-based melee combat. Start at wave 1 with 100 HP. Waves 1, 2, 4, 5, etc. spawn 2 + wave*2 small grunt enemies around the outside of the circular arena. Grunts are compact faceted magenta/red cylindrical creatures with a glowing orange eye, move toward the player, telegraph close-range swipe attacks with a pulsing red ring, then strike. Every third wave spawns a large “Warden Prime” boss near the back of the arena plus additional grunts: the boss is a scaled-up dark red/maroon faceted cylinder with a crown-like top and bright orange eye. Give the boss a dedicated health bar. Bosses have 230 + wave*18 HP; normal enemies have 24 + wave*9 HP. Warden Prime phase 1 uses heavy melee slams. When reduced to 50% HP, transition to phase 2 with a visual burst, faster pressure, and ranged volleys of 3 glowing pink/red orbs; phase 2 fires 5 orbs and can attack more quickly. Enemy attacks must show a visible expanding/pulsing telegraph ring. Implement keyboard controls: WASD or arrow keys move; J performs a queueable three-hit slash combo; L performs a launcher; G fires the pistol; K dashes; I toggles lock-on; Space jumps and, while airborne with an airborne enemy available, performs one air-chase movement toward that enemy. Also support mobile controls with a virtual joystick and on-screen buttons labeled SLASH, LAUNCH, DASH, GUN, JUMP, and LOCK. Tapping anywhere or pressing a key should start/restart the game from the intro/game-over state. The slash combo consists of three quick attacks that can be queued during an active combo: combo 1 deals 13 damage, combo 2 deals 16, combo 3 deals 24 and launches enemies upward strongly. Each attack has a short active hit window, directional reach, knockback, and a bright arc with changing colors (pale cyan, gold, then pink). L launches with an upward force and cyan slash effect, deals 11 damage, and has a short cooldown. Attacks should briefly slow movement while active, prevent hitting the same enemy more than once per swing, stun enemies briefly, and create colored sparks on impact. Enemies can be juggled in the air. The player can jump with upward velocity; pressing jump again once in the air can chase a locked/nearby airborne target, adding forward velocity and style. Gunfire is a combo extender, not a replacement for melee: fire a gold projectile from the pistol every 0.18 seconds, automatically aiming at the locked target or nearest enemy with slight homing, dealing 9 damage and producing a small gold impact burst. Dash moves 3.2 units in the facing/movement direction, has a 0.62 second cooldown, cancels an attack, grants about 0.3 seconds of invulnerability, leaves cyan ghost trails, and emits particles. If the dash passes through an enemy’s active windup attack, trigger a perfect dodge: grant brief invulnerability, reset dash/gun cooldowns, stun that enemy, add style, and briefly slow the world for dramatic effect. Enemy melee and orb projectiles damage the player unless invulnerable. Keep the player and enemies inside the arena boundary. Use a style/flow scoring system. Hits, aerial hits, launcher attacks, gun shots, enemy defeats, air chases, wave clears, and perfect dodges add style points; taking damage resets the hit flow and removes style points. Style naturally decays after a short delay. Rank the current style score as D “Warm Up” below 65, C “Cooking” at 65, B “Sharp” at 130, A “On Fire” at 210, S “Savage” at 300, and SS “Overdrive” at 420. Defeating normal enemies adds score, defeating bosses gives a much larger score, and clearing a wave heals the player by 18 HP before the next wave. When all enemies are defeated, automatically advance to the next wave. Player death ends the run. Build the HUD as dark translucent rounded panels matching the reference screenshot. At upper left show “HP current / 100,” a horizontal health bar, Score, Wave, and Enemies. At upper right show a large style card with the current rank (initially D), style label (initially WARM UP), and the hit-flow count such as “0-hit flow”; color higher ranks and flash/glow the card when style is gained. Show lock status and target HP, such as “Lock: target 40 HP” or “Lock: none.” During boss waves show a prominent Warden Prime boss health bar and phase name. Along the bottom on touch layouts show a translucent virtual joystick at left and large circular translucent action buttons for SLASH, LAUNCH, DASH, GUN, JUMP, and LOCK; show concise hint text such as “Chain J for a 3-hit combo · launch with L · dash cancels danger and keeps pressure on.” On death, keep the arena visible behind a large dark translucent rounded overlay reading “Fallen,” followed by “You reached wave [number] with a score of [score].” and “Best style this run: [rank] — [label].” Include “Tap anywhere or press any key to dive back in.” Use dramatic colored particles for enemy deaths, hits, launches, dashes, perfect dodges, and boss phase changes. Keep the overall look dark navy/charcoal with red-orange arena accents, magenta enemies, cyan cyber glow, gold gunfire, bright white/cyan/pink slash arcs, soft shadows, fog, and responsive desktop/mobile HUD scaling.