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Countersteel

  • 3d
  • action
  • melee
  • duel
  • timing
  • arcade
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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. Govind Rajput built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Countersteel yet. Play it, then tell Govind Rajput what you would add next.

Make your own game

Countersteel was built by Govind Rajput 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 Countersteel 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 Countersteel

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 browser-playable 3D melee duel game titled “Countersteel.” Use an orthographic, slightly top-down camera looking at the center of a circular arena. The scene has a dark blue-gray background and fog, with a broad charcoal-gray cylindrical fighting platform, a thin glowing golden torus marking its perimeter, and ten evenly spaced short dark stone/metal pillars around the outside. Light the arena with cool ambient light plus a warm directional key light, and enable soft character shadows.

Place two animated low-poly humanoid knight characters in the ring, initially facing each other across the center: the player knight starts near the lower side at approximately (0, 3.2), and a gold-colored rival knight starts opposite at (0, -3.2). Give the player a cool blue/silver sword and the rival a warm gold sword. Load or otherwise provide idle, walking, sword-slash, hit-reaction, and defeat animations; knights rotate to face each other during play. Keep both fighters inside a circular playable boundary about 7.4 units from the center.

The goal is to defeat the rival while surviving. Both fighters start with 100 health. The player can move with WASD (W/S forward/back relative to the arena axes and A/D sideways); normal movement speed is about 3.3. Holding Block with either Shift key slows movement to about 1.6 and keeps blocking active. Press Space, or tap the on-screen SLASH button, to perform a slash if not already attacking or blocking. A slash has a cooldown/animation window of about 0.55 seconds and deals 18 damage if the rival is within 3.1 units; otherwise display a miss message. Successful normal hits increase the streak by 1.

The rival should continuously approach the player when farther than about 3.2 units at roughly 1.15 speed. When close, begin a roughly 0.72-second sword wind-up. During the final approximately 0.24 seconds of this wind-up, clearly signal the attack with a red flash/state and tell the player to counter now or hold block. Press E, or tap COUNTER, to attempt a counter; it has a short 0.32-second timing window and should only succeed during the rival’s red-flash timing and within 3.6 units. A successful perfect counter deals 34 damage to the rival, adds 2 to the streak, cancels the rival attack, and displays “PERFECT COUNTER — their attack is yours.” If countered too early or outside range, display “Counter too early. Watch the red flash.” If the rival attack reaches impact and the player is blocking, deal only 5 damage and display “Blocked. Release and prepare to counter.” If the player is not blocking, deal 22 damage, reset the streak to 0, play the player hit animation, and display “Hit. Block later in the wind-up.” After an attack, make the rival wait about 1.35 seconds before attacking again.

End the match when either health reaches zero. On rival defeat, play the rival defeat animation, show “Victory — the ring is yours,” and open a centered victory overlay with text explaining that the player read the flash and won, including the final streak, and a “FIGHT AGAIN” button that resets both fighters and health. On player defeat, play the player defeat animation, show “Defeat — study the timing and try again,” and show a retry overlay with advice to block late and counter the red flash, plus the final streak. Reset should return positions and health to their starting values, clear timers and streak, hide the overlay, and restart the duel.

Build a responsive HUD over the canvas. At the top center show the serif gold title “COUNTERSTEEL” and a status line such as “Read the wind-up. Block late, counter at the flash.” At upper left show a dark translucent rounded panel with YOU and a blue health bar, RIVAL and a red/orange health bar, numeric health values, and STREAK. At the bottom center show the hint “WASD move · Space slash · Shift block · E counter.” At bottom right show three large touch-friendly buttons labeled COUNTER / E, BLOCK / SHIFT, and SLASH / SPACE; holding the Block button should activate blocking until pointer release, while the other two trigger their corresponding actions. Use a dark navy translucent visual style with thin borders, warm gold typography and accents, blue player UI, red rival UI, rounded cards/buttons, and a centered start overlay that dims the arena. The initial overlay should say “Countersteel” and explain: survive the rival knight; hold Block through impact, or tap Counter during the red flash to turn the attack against the rival, with an “ENTER THE RING” button. Make the layout work on both desktop keyboard and mobile pointer/touch input.

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