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Arcade › Chaos Sparking
Click the game above and it runs right here in your browser. No download, no installer, no account needed. iceman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chaos Sparking yet. Play it, then tell iceman what you would add next.
Chaos Sparking was built by iceman 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 Chaos Sparking 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 browser-based 3D arena fighter titled “Chaos Sparking,” presented as a stylized original high-speed anime-inspired vertical slice (use original character designs, not licensed characters). Use a dark blue space-like sky with fog and a large circular elevated arena: a greenish outer platform, blue inner plate, glowing cyan perimeter ring, scattered rocks, and twelve surrounding angular blue-gray ruin pillars/decorative blades. The camera is third-person and always frames the player and locked-on rival together. On the character-select screen, orbit around a preview of the selected fighter and rival; provide three selectable fighters: Storm Runner (blue/cyan speed duelist), Eclipse Fang (purple/pink counter predator), and Nova Glide (cyan/white/orange aerial tactician). Each fighter should be a low-poly humanoid creature assembled from primitive meshes, with a faceted head, muzzle, bright rectangular eyes, pointed ears/quills, torso, articulated arms and legs, oversized shoes, and a translucent additive aura. Give the three silhouettes distinct details: Storm Runner has many rear quills, Eclipse Fang has elongated jackal ears and tail, and Nova Glide has wing/feather-like arm and tail pieces. The rival is a contrasting generated opponent based on the selected fighter, with names such as Void Fang, Prism Talon, or Night Pulse. After deployment, begin a one-on-one locked-on arena battle. Place the player near the front of the arena and the rival initially hovering several meters above and behind. The player can move freely on the ground or in the air relative to the enemy: WASD moves relative to the lock-on target, Shift boosts, and Space rises/maintains flight while held. Include equivalent mobile controls with a left virtual joystick and touch buttons for boost, rise, burst, and surge. Movement should have acceleration, momentum, directional facing, arena-boundary clamping, gravity, a flight ceiling, and speed-driven animation. Boost consumes Spark Drive energy and creates trailing spark particles; energy regenerates when not boosting. The rival should continuously orbit, approach, retreat, hover at varying heights, and attack autonomously. Implement the combat loop with keyboard actions J = rush attack, K = energy burst projectile, L = surge transformation, and R = restart; Enter deploys from selection, while number keys 1/2/3 select the fighters. Rush gives the player a forward lunge toward the locked-on enemy, launches them slightly upward, creates a glow ring and sparks, and deals high melee damage if within roughly 6–7 world units; damage increases with momentum and is stronger while transformed. Energy burst spends 12 Spark Drive, launches a bright rotating faceted energy projectile toward the enemy, and deals ranged damage; transformed shots are faster, stronger, and change to the fighter’s transformed warm color. Surge toggles only when the player has at least 45 energy, immediately spends 45, changes primary/accent materials and aura brightness, buffs movement/rush/projectile performance, and drains energy over time until toggled off or depleted. The enemy should use the same general movement language, launch its own colored projectiles at range, and rush attack at close distance. Player health and enemy health both start at 100; enemy hits reduce player health, with temporary invulnerability after a hit. Player attacks knock the enemy backward/upward and briefly stun it. Defeat either combatant and show an overlaid victory/game-over panel: “Arena Dominated” for winning or “System Overload” for losing, with restart. Make attacks and destruction visually reactive: impact shockwave torus rings, additive sparks, hit flashes, camera shake, and brief slow motion on a successful heavy rush. Projectiles or high-speed player impacts must destroy nearby ruin pillars. A destroyed pillar disappears and spawns multiple gravity-affected tumbling debris shards, orange/yellow sparks, and a shockwave; debris fades out after a few seconds. Keep the battle bounded to the circular arena. Animate fighter limbs, torso, head, quills, wings/tails, aura pulsing, rush/cast/hit poses, hovering and running based on current velocity and state. Use a cinematic responsive camera with these modes: character-select orbit, ground-duel framing, higher/wider air-combat framing when either fighter is airborne, and a pulled-back hyper-speed framing with increased field of view during boosting/high velocity. Add temporary camera shake on impacts and gradually interpolate camera position/look-at. Use dark navy/black foggy lighting, a bright cool hemisphere light, strong cyan-white directional light, emissive materials, translucent additive auras, and ACES-like cinematic tone mapping. Build a holographic glass HUD over the scene. Show the selected player name (for example “STORM RUNNER”), rival name, player Integrity/health percentage with a cyan-blue bar, Spark Drive/energy percentage with a yellow-to-pink gradient bar, rival health/velocity bar, current speed readout in u/s, lock-on reticle around the rival, contextual status messages, and a combo badge after three or more hits (Velocity Chain or Surge Chain with a multiplier). Display control hints for movement, Shift boost, Space rise/free flight, J rush attack, K energy burst, L surge transform, and R reset. On mobile show the translucent circular joystick at lower left and four large glowing circular buttons at lower right: RISE (blue), SURGE (purple), BOOST (blue), and BURST (orange). The overall style should be polished neon holographic UI over a dark blue 3D arena, with rounded translucent panels, cyan/pink/orange gradients, and high-contrast glowing combat effects.