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Blade Yard

  • 3d
  • arena-survival
  • melee
  • wave-based
  • action
  • mobile-friendly
0
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18 plays

How to play

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.

Discussion

Nobody has said anything about Blade Yard yet. Play it, then tell nazirbarlow286 what you would add next.

Make your own game

Blade Yard 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 Yard 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 Yard

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 3D arena-survival melee game titled “Blade Yard.” Use Three.js or an equivalent real-time 3D engine with a dark navy background, fog, soft shadows, and a fixed elevated third-person camera that follows the player from behind, looking down into the arena. The arena is a large circular dark blue-gray floor about 15 units in radius, surrounded by a raised blue metal torus rim, with a faint square grid over the floor. Keep the visual style simple low-poly/primitive 3D with strong colored materials and a dark sci-fi/fantasy HUD.

The player is a small stylized humanoid centered in the arena: a bright cyan-blue capsule-like body with a pale spherical head, carrying a light metallic sword in the right hand. The player can move freely in the circular arena at about 8 units/second using WASD or the arrow keys; normalize diagonal movement, update the facing direction to the current movement direction, and clamp the player inside the arena boundary. On touch devices, provide a four-direction D-pad at the bottom-left with up/left/right/down buttons. Provide a large circular orange-to-red gradient “SLASH” button at bottom-right; keyboard Space also attacks.

Implement the core combat loop exactly as a short front-facing melee attack. The attack has a 0.42-second cooldown, reaches approximately 2.55 units, and covers a front arc of about 0.72π radians. When activated, swing the sword visibly, show a brief translucent golden crescent/ring slash effect on the ground in front of the player, and emit small golden particles. Every enemy in range and within the forward arc takes 22 damage and is knocked back about 1.6 units. Do not allow attacks while paused, after death, or during cooldown.

Spawn red raider enemies as stylized humanoid capsule bodies with dark maroon spherical helmets/heads. Begin with wave 1 containing 4 enemies (3 + wave number), spawning them around the outside of the arena at roughly 10–12.3 units from center. Each enemy has 34 + 6 times the current wave maximum health, moves toward the player at roughly 2 + 0.12 times the wave plus a small random amount, and attacks when within 1.24 units. Enemy attacks have a roughly 1.15–1.45 second cooldown and deal 10 + floor(0.6 times the wave) damage. Give the player 0.5 seconds of invulnerability after being hit, a brief red hit flash, and blue impact particles. Enemies should chase continuously, face the player, flash white/red when struck, and produce red/orange particle bursts when hit or defeated. Award 10 score for each defeated enemy.

When all enemies in a wave are defeated, wait about 1.1 seconds, increment the wave, and spawn the next wave, capping the number of spawned enemies at 11. Continue indefinitely until the player’s health reaches zero. At death, stop gameplay and show a centered overlay titled “You Fell,” displaying “Final score [score]. You reached wave [wave]. Tap below to jump back in.” with a “Fight Again” button that resets the game to wave 1, score 0, health 100, player position center, and clears all enemies and particles. On the initial load, gameplay is paused behind a centered start overlay titled “Blade Yard” with the text “Clear the arena. Hold off each wave, slash the red raiders, and survive as long as you can.” and an orange “Start Hunt” button. Starting begins wave 1.

Build the HUD as fixed HTML/UI over the canvas. At top-left show a dark translucent rounded card labeled uppercase “HEALTH” and the current health, initially 100. At top-right show a matching card labeled “WAVE / SCORE” with values like “1 / 0.” Near the upper center, show a temporary rounded orange-outlined message such as “Wave 1” whenever a wave begins. At the bottom center, show the hint “Move with WASD or the pad. Press Space or SLASH to attack.” The UI should use pale white text, muted blue-gray secondary text, glassy dark panels, rounded corners, and orange/coral accents. Make it responsive for mobile and desktop, hide overflow, support safe-area insets, and ensure touch controls do not scroll the page.

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