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Arcade › Card Clash
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.
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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.
Rebuild a playable game titled "Card Clash" as a mobile-friendly, turn-based 2D deck-battling card game laid over a polished animated Three.js background. Use a dark navy/purple arena backdrop with fog and a large circular floor, plus about two dozen floating, rotating rectangular card-like blocks arranged behind the interface in blue, purple, yellow, green, and pink. The background should subtly drift/rotate continuously and briefly pulse with color on combat actions. Keep the game UI as fixed HTML/CSS panels above the background, using a friendly rounded Nunito-like font, translucent dark navy panels, soft shadows, bright gradients, rounded corners, and a responsive layout. On narrow screens stack the battlefield vertically and hide the deck/leaderboard side panels; keep a horizontally scrollable hand at the bottom. At the start show a full-screen modal with the Card Clash title, the description "A quick deck-battler: spend energy, block attacks, defeat enemies, pick upgrades, and chase the local leaderboard.", and a Start Run button. Starting a run initializes Battle 1, score 0, player at 50/50 HP with no block, 3/3 energy, and a seven-card deck: three Strike, two Guard, one Focus, and one Firebolt. Shuffle the deck and draw 5 cards. The top HUD must show the Card Clash brand, Score, Battle number, energy as ⚡ current/max, and draw pile/discard counts. The main arena has an enemy combatant panel, a center message/status box, and a player panel. Each combatant has a name, horizontal HP bar, numeric HP, and block status. The enemy panel also shows a visible intent preview; the player panel shows current hand count. On desktop put a Your Deck list on the left showing card names/levels and quantities, and a Local Leaders list on the right. The core loop is player turn -> play cards by tapping/clicking them -> End Turn -> enemy performs its previewed action -> next player turn. The player starts each turn with max energy (initially 3), and energy cannot exceed 9. Playing a card spends its energy, removes it from the hand, puts it in discard, and immediately applies its effect. Hand size is capped at 7. At the end of a turn discard all remaining hand cards, apply enemy behavior, then advance the enemy action index, remove 3 enemy block (minimum zero), clear player block, restore energy to max, and draw 5. Poison damage happens before the enemy acts. If the draw pile empties, shuffle the discard pile back into it. Disable cards visually when too expensive or when not in battle. Provide an End Turn button, Full Screen button, and Restart Run button. Support keyboard shortcuts: number keys 1-7 play the corresponding hand card, Enter ends the turn, and R restarts. Implement this exact card library, with card type/color distinction (attack, skill, power), energy cost in a blue circular badge, name, level, emoji-like art, and rules text. Card values scale with upgrade level, where the starting level is Lv 0 and upgrades raise a selected copy by one level up to Lv 3: - Strike, attack, cost 1, ⚔️: deal 6 + 3*level damage. - Guard, skill, cost 1, 🛡️: gain 5 + 3*level block. - Focus, power, cost 0, ✨: gain 1 + floor(level/2) energy and draw 1 card, or draw 2 at level 2+. - Quickshot, attack, cost 0, 🏹: deal 3 + 2*level damage and draw 1. - Venom, skill, cost 1, ☠️: apply 4 + 2*level poison to the enemy. - Rally, skill, cost 1, 📣: draw 2 and gain 3 + 2*level block. - Firebolt, attack, cost 2, 🔥: deal 12 + 5*level damage. - Mend, skill, cost 1, 💚: heal 4 + 3*level player HP, capped at max HP. - Siphon, attack, cost 2, 🩸: deal 8 + 4*level damage and heal 4 + 2*level HP. - Shield Bash, attack, cost 2, 🔨: gain 6 + 2*level block, then deal damage equal to the player's current block. - Crush, attack, cost 3, 💥: deal 22 + 7*level damage. - Mirror, skill, cost 1, 🪞: gain 4 + 2*level block and draw 2. - Storm, attack, cost 3, 🌩️: deal (5 + 2*level) damage for each card currently in hand, with at least one hit. When damaging an enemy, enemy block absorbs damage first; award score as 4 points per unblocked damage plus 1 per blocked damage. Gaining block awards its amount in score. Applying poison awards 2 per poison point, and poison ticks deal the current poison amount, award 3 per damage, then reduce poison by 1. Show concise feedback messages such as damage, block, healing, poison, and turn transitions. Use these enemies and repeating action patterns. Select the enemy template by floor((battle-1)/2), capped to the last template, and increase its HP by 6 per battle after Battle 1. Choose its initial action randomly. Goblin Captain has 30 HP and actions Attack 7, Block 7, Attack 10. Bone Duelist has 38 HP and actions Attack 9, Attack 6, Block 10. Arcane Brute has 48 HP and actions Attack 13, Block 12, Attack 8. Crown Wyrm has 70 HP and actions Attack 16, Block 14, Attack 20. Enemy attack damage is action value + floor(battle*1.5); enemy block gain is action value + floor(battle*1.2). Enemy block absorbs incoming damage, and the player’s block absorbs incoming attacks. If player HP reaches zero, end the run. Every fifth battle, name the enemy "Leaderboard Champion" and add 28 HP on top of its template and battle scaling. Defeating a normal enemy adds a victory score of 120 + battle*45 + current player HP, then opens a Victory reward modal before the next battle. The reward modal must offer exactly three selectable options: (1) upgrade one randomly selected deck copy below Lv 3, raising it one level; (2) add one randomly selected card from the complete library as a new Lv 0 copy; and (3) Campfire Rest, healing 14 HP and increasing max HP by 1. From Battle 2 onward, while max energy is below 5, randomly replace one reward option with +1 Max Energy. Selecting a reward applies it, then starts the next battle. For every fifth-battle champion, show the reward heading "Champion Down" and subtext "You beat a champion. Save the run or keep climbing."; selecting any reward ends the run as a completed champion run and awards an additional 1000 points rather than continuing. When defeated or when the champion run is complete, show a game-over modal with either "Run Over" or "Champion Run Complete", the final score, a note that the leaderboard is saved locally on this device, a visible local leaderboard, a name input limited to 12 characters, Save button, and Play Again button. Save scores only in localStorage under a local Card Clash leaderboard, sort descending, and retain/display the top 8 entries with name, points, and battle number. Include no online/global leaderboard. Make all pointer/touch controls work well on phones and tablets, and provide fullscreen behavior with an explanatory status message if the browser blocks it. Preserve the responsive card UI shown in the reference: large pastel attack/skill/power cards with rounded borders, blue circular cost badges overlapping the upper-left corner, bold titles and Lv labels, centered emoji art, and descriptive text at the bottom.