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Counter Duel

  • 3d
  • action
  • duel
  • sword-fighting
  • timing
  • fantasy
  • third-person
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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. rickyfix built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Counter Duel yet. Play it, then tell rickyfix what you would add next.

Make your own game

Counter Duel was built by rickyfix 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 Counter Duel 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 Counter Duel

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 action duel titled “Counter Duel.” Use a dark, atmospheric third-person camera that follows/targets the player knight from about 8 units away, with a moderate perspective view. The scene should have a nearly black/navy background with matching distance fog, soft cool ambient hemisphere lighting, a warm directional key light with shadows, and a subtle blue rim light.

Build a circular duel arena: a broad, low dark-brown stone/metal cylindrical floor, a thin gold metallic torus marking the boundary, and eight short rough stone-brown pillars spaced around the outer edge. Place the player hero knight at one side of the arena and an enemy “Dread Knight” at the opposite side, both facing one another. Use animated humanoid knight 3D models: the hero is a normal knight and the opponent is a gold-colored knight. Give each a visible sword with a silver metallic blade, crossguard, dark grip, and differently colored guard (gold for the hero, dark red for the enemy). Knights should cast shadows and use idle, walk/run, sword-slash, and receive-hit animations where available.

The core gameplay is a timing-based counter duel. The player can move around the arena using WASD or an on-screen joystick/third-person movement control, at roughly normal walking/running speed. The player attacks with J or an on-screen ATTACK J button. An attack has a brief active timing window and a short cooldown, and should visibly animate the hero’s sword and play a sword-slash animation. The enemy periodically telegraphs an attack: show its sword raised/wind-up for about 0.7 seconds and change the center message to “Incoming! Block now.” During this wind-up, the player must hold K or press-and-hold the on-screen BLOCK K button. Releasing K ends blocking. If the player is blocking when the wind-up resolves, perform a perfect block: the enemy is stunned for about 0.9 seconds, increment the internal score, show “PERFECT BLOCK — counter now,” and play the enemy receive-hit animation. The player must attack during that stun window to land a counter, reducing enemy health by 25 and showing “COUNTER HIT.” Attacks outside this counter opportunity should not damage the enemy. If the player fails to block, the enemy hits the player for 18 health and show “Hit! Hold K during the wind-up.” Enemy attacks should have a cooldown of roughly 1.4 seconds after resolving, with the initial attack delayed around 1.2–1.5 seconds. Continue alternating telegraphs and counter opportunities until one health bar reaches zero.

Start each duel with both combatants at 100 health and the center instruction “Read the wind-up — block, then counter.” The player loses only from unblocked enemy strikes; the enemy loses from successful counter hits. On victory show “VICTORY — clean counter” and on defeat show “DEFEATED — try the timing again.” Stop combat when the round ends and reveal a centered “Rematch” button; allow restarting with that button or Enter. Reset health, positions, timers, and duel state on rematch. The enemy should continually turn to face the player while the fight is active.

Overlay a clean, responsive HUD above the 3D scene. At the top, show two dark translucent rounded panels with thin muted-gold borders: “YOU” on the left and “DREAD KNIGHT” on the right, each with a horizontal health bar that starts full and uses a red-to-orange/yellow gradient. Centered below them, show a matching translucent status panel with the bold current status message and the hint “WASD / joystick move · J attack · K block.” At the bottom center, show two large dark rounded buttons labeled “ATTACK J” and “BLOCK K”; the block button should visibly highlight while held. Keep the interface readable on desktop and mobile, with touch-friendly buttons and no scrolling. Use a polished restrained fantasy UI: cream text, gold accents, charcoal/navy panels, warm red/orange health bars, and subtle shadows/glass blur. Ensure the duel remains the only gameplay mode and the arena, knight models, health bars, telegraph, block, stun, and counter timing are the central experience.

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