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Arcade › Card Clash
Get cards, fight enemies, get gear, upgrade, climb the leader board!
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Harrison Bodi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Card Clash yet. Play it, then tell Harrison Bodi what you would add next.
Card Clash was built by Harrison Bodi 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 Card Clash 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 3D card battler called "Card Clash" with persistent progression and deep upgrade systems. **Camera & Perspective:** Static 3D perspective from slightly elevated angle (42° FOV) looking down at an octagonal card table arena. Dark blue/purple background (#0d1020) with fog. Camera positioned at (0, 7.5, 10.5) looking at table center. **3D Arena:** Octagonal card table platform (7.2 radius cylinder, dark blue #1d2448 material) with 8 golden decorative gems around the perimeter. Soft shadows enabled. Two mage avatars face each other: player on left (cyan/turquoise #5eead4), enemy on right (gold #ffc857). Each avatar has capsule body, spherical head, golden cone crown, and staff. Five 3D card objects float in front of player showing different colored card backs (yellow, blue, pink, green, orange). Animated pet companion appears beside player when equipped, bouncing and circling with glowing aura ring. **Core Battle Mechanic:** Turn-based card combat. Player starts each turn with 3-card hand and energy equal to max energy (base 4). Click cards in hand to play them, spending energy. When card played, hand auto-refills to 3 cards. Unplayed cards stay in hand between turns. Click "End Turn" button to finish - player gains starting block, enemy attacks (reduced by block and chill status), then new turn begins with full energy refresh. **Card Types & Effects:** Cards cost 1-5 energy. Strike/Spark deal damage, Guard adds block, Mend heals HP, Fireball/Meteor deal damage + apply Burn status (deals ticking damage), Frost Hex applies Chill (reduces enemy attack), Loot grants gold, Oracle Surge restores energy, Void King applies Doom (heavy ticking damage). All cards show emoji icon, name, description with actual values, and energy cost with lightning bolt. Card UI has colored rounded backgrounds matching type (yellow for strikes, blue for guards, pink for spark, green for heals, orange for fire). **Status Effects:** Enemy displays status chips above their info: Burn (🔥 deals damage per turn, decays by 1), Chill (❄️ reduces next attack, decays by 1), Doom (👑 deals 5x damage per stack, decays by 1). Statuses tick at end of player turn before enemy attacks. **Progression Systems:** - **Wins unlock new cards:** Start with Strike, Guard, Mend. Win 2+ battles unlocks Fireball, 3+ Frost Hex, 4+ Loot, 6+ Meteor - **Card packs:** Buy Starter Pack (180g, 3 cards with 1 rare+), Rare Pack (360g, 3 cards with 2 rare+), Mythic Pack (640g, 4 cards with legendary+ and epic+ guaranteed). Packs can contain pack-exclusive cards like Aegis Titan, Goldstorm, Phoenix Nova, Oracle Surge, Void King - **Card merging:** Combine 2 copies of same card to upgrade it (+1 level, increases damage/block/heal/gold values) - **Deck builder:** Separate cards into active deck vs storage. Minimum 6 cards in deck - **Gold & XP:** Earn gold from victories (increases with round), Loot cards, and equipped gold bonus gear. Gain XP from battle wins (scales up during run) and spending gold. Level up gives 1 skill point - **Skill Tree:** 5 skills - Battle Training (+1 attack damage per level, max 5), Vitality (+5 max HP per level, max 5), Focus Core (+1 max energy, max 2), Guard Mastery (+2 block cards +1 start block per level, max 5), Fortune Path (+2 victory gold +5% XP per level, max 5) - **Permanent upgrades:** Max HP, Energy Core, Power Rune, Armor Rune purchasable with gold - **Equipment system:** 4 slots - Weapon (bonus attack damage), Armor (max HP, starting block, block power), Charm (max energy or gold bonuses), Pet (various bonuses). Each gear piece has rarity (common/rare/epic/legendary/mythic), power level, and stat bonuses - **Gear packs:** Gear Pack (650g, 2 pieces), Relic Gear Pack (1200g, better rarities), Cosmic Gear Pack (2000g, legendary+ guaranteed). Packs show detailed rarity percentages. Exclusive gear only from packs: Dragonbone Wand, Astral Aegis, Shadow Dice - **Gear merging:** Duplicate gear from packs becomes spare copies. Merge 2 spares to increase gear level, power, and stats - **Pet system:** Buy and hatch pet eggs (Small Egg, Glowing Egg, Void Egg) for random pets. Pets: Spark Cat, Guard Turtle, Coin Fox, Mana Owl, Void Dragon. Equipped pet appears in battle, animated. Upgrade pets with gold (max level 5). Duplicate pets convert to gold refund - **Leaderboard:** Global power leaderboard ranks by total equipped gear+pet power **Enemy Scaling:** 5 enemy types cycle (Training Dummy, Goblin Duelist, Crystal Witch, Iron Captain, Dragon Banker). Each round increases HP and damage. Every 10th round is a Boss with 2.15x HP, 1.25x damage, special name, and 500-1000 bonus gold. Run threat system increases enemy stats further based on streak. **HUD Display:** Top-left panel shows "You · HP 30/30" with HP bar, Energy 3/3, Gold, Wins count. Top-right panel shows "Cards & Upgrades", current enemy name and HP with HP bar, "Round [X]", "Leaderboard" button. Bottom shows hand of cards (up to 3 visible). Bottom-right has large "End Turn" button. Right side has vertical button cluster: Shop, Gear, Deck, Skills, Music, Leaderboard, New Run. **Visual Effects:** Card plays trigger 3D particle effects - fire trails/explosions (orange), frost bursts (cyan), void bursts (purple), shield sparks (white), healing green particles, gold sparkles. Hit flashes on avatars when damaged. Screen shake on hits. Pack opening shows animated pack box with sparkle burst, then cards reveal one-by-one with sound. **Win/Lose:** Defeating enemy advances round, awards gold + XP, spawns new scaled enemy. Boss defeats give massive gold bonus. Player death ends run - all gold/cards/gear/XP persist, but round/streak resets. Click New Run to restart at round 1. **Art Style:** 3D low-poly geometric style with smooth shading. Vibrant color palette - cyan/turquoise player, golden enemies, colorful cards, gradient HP bars (green-yellow-red). Clean modern UI with rounded corners, semi-transparent dark panels. Emoji icons for all cards and items. Rarity color coding: white common, cyan rare, purple epic, gold legendary, violet mythic. **Controls:** Click/tap cards in hand to play. Click End Turn button or press Enter. Keyboard shortcuts: S=shop, E=equipment, D=deck, K=skills, L=leaderboard. All UI buttons clickable. Modal windows for shop/equipment/deck/skills with scrollable content and close button. **Audio:** Background music loop "Mystic Duel Anthem" (toggleable). Sound effects: beep tones for card plays (different frequencies for damage/block/heal/gold), pack openings, level ups. Music starts after first interaction. **Persistent Save:** Everything persists via localStorage - gold, wins, level, XP, skill points, cards, card levels, deck composition, gear owned/equipped/levels, pet collection, upgrades. 50 gold starter bonus on first load.