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Blade Rush

  • 3d
  • first-person
  • arena
  • action
  • sword-fighting
  • wave-survival
  • low-poly
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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. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blade Rush yet. Play it, then tell Cameron Mains what you would add next.

Make your own game

Blade Rush was built by Cameron Mains 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.

Read the build brief for Blade Rush

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 Three.js 3D first-person arena fighting game titled "Blade Rush". Use a 75-degree first-person camera at about eye height (y=1.72), with the player initially at (0, 1.72, 8), and render a simple low-poly environment: a large circular mossy-green grass floor about 30 units in radius, a dark torus ring marking its outer boundary, blue-gray sky/background with matching distance fog, soft hemisphere lighting, and a warm directional sun with shadows. Scatter the visible Kenney-style low-poly nature props around the arena: several stylized cone-shaped trees and irregular rock/cliff blocks at fixed positions around the perimeter and mid-distance. The visual style should be sparse, blocky, clean, and game-like, matching the screenshot: broad green ground, distant horizon, and simple tree/rock silhouettes.

The player holds a large silver/white low-poly sword in the lower-right foreground, parented to the camera. Prefer a Kenney mini-dungeon weapon sword GLB, scaled about 1.75 and positioned roughly (0.42, -0.68, -0.62) relative to the camera, with a simple rectangular blade-and-brown-handle fallback if the model cannot load. Animate the sword with a quick visible slash arc whenever the player attacks.

Core loop: begin at a centered start panel titled "Blade Rush" with the text "First-person arena fighting. Keep moving, slash enemies when they get close, and survive the waves." and a "Start Fight" button. On start, spawn three enemies around the arena edge at random angles and radius 19-24. Enemies are blocky humanoid fighters, preferably using the Kenney blocky character GLB (scale about 0.62), and should face and rush directly toward the player. Each enemy starts with health equal to 2 + floor(wave/2), moves at approximately 1.25 + wave*0.13 plus a small random amount, and attacks when within 1.45 units, dealing 12 + floor(wave*0.8) damage about once per 1.05 seconds. Give enemies a subtle hovering/bobbing animation and make them turn toward the player.

Desktop controls: WASD or arrow keys move relative to the camera yaw, mouse movement aims/looks (yaw and clamped pitch), and clicking or pressing Space attacks. Request pointer lock when starting on a desktop. The attack is a forward-center sword strike: use the center-screen aim ray and affect only the closest enemy within 3.2 units whose alignment with the ray is greater than 0.72. Each hit removes one health point, briefly staggers/knocks the enemy backward for about 0.28 seconds, and creates a short-lived burst of eight yellow/gold flying rectangular slash sparks. Remove an enemy at zero health and add one KO to the score. When all enemies are defeated, increment the wave, wait about 1.2 seconds, then spawn the next wave with 2 + wave enemies. Keep the player inside a radius of 27.5 units. Attacks have a 0.42-second cooldown and about a 0.26-second sword swing animation.

The player has 100 health and brief 0.65-second invulnerability after taking damage. When hit, show a short red radial damage flash. When health reaches zero, end the run, exit pointer lock, and show the panel with heading "You Fell", text reporting the KOs and reached wave, and a "Restart Fight" button. Restart fully resets health, score, wave, player position, and enemies, then starts with three enemies.

HUD: keep a fixed overlay over the 3D view. Along the top show a dark translucent rounded Health panel with a green-to-yellow horizontal health bar, a centered dark stats panel reading "0 KOs · Wave 1" with live values, and a desktop hint reading "WASD move · Mouse look · Click / Space attack". Put a small white plus crosshair at screen center. Use dark translucent panels, rounded corners, subtle borders/shadows, and bold red gradient buttons. On coarse-pointer/mobile layouts, hide the desktop hint and show bottom controls: a four-button directional D-pad with up/left/down/right arrows and a large circular red "SLASH" button. Support dragging on the mobile screen to look around, while the D-pad controls movement and the SLASH button attacks. Ensure the start/restart panel and controls work with touch as well as keyboard/mouse.

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