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Creature Clash

  • 3d
  • action
  • arena
  • creature-battler
  • third-person
0
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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. Benjamin Reid built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Creature Clash yet. Play it, then tell Benjamin Reid what you would add next.

Make your own game

Creature Clash was built by Benjamin Reid 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 Creature 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.

Read the build brief for Creature Clash

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 3D arena action game titled “Creature Clash.” Use a colorful, compact, low-poly/cartoon style with soft shadows, bright blue sky, light fog, and a grassy circular battleground. The camera is a third-person over-the-shoulder camera behind and above the player, following the player and looking toward the ground ahead; the player’s mouse aim determines the facing direction and attack direction.

The player character is an original cute animated monster called Frogninja: use a cute alien/monster model tinted vivid blue with dark navy accents. Spawn it near the front/south side of the arena at approximately (0, 0, 7). The arena is a circular grassy floor of about radius 16, with a yellow/gold torus boundary and alternating yellow/green short posts around the perimeter. Add environmental cover and decoration using stylized low-poly assets: trees around the outer arena, layered bushes, and a few large crystals. Cover should physically block movement and block projectile line of sight.

Place exactly three AI opponents in the far half of the arena: Cacthorn, a green cactus-like creature at roughly (-8, 0, -6), Buzzlet, a yellow bee-like flying creature at roughly (8, 0, -5), and Shellsnap, a cyan/blue crab-like creature at roughly (0, 0, -11). Give them visible floating health bars with name labels. Their maximum health should be Cacthorn 58, Buzzlet 46, and Shellsnap 72. Show the player’s health in a large translucent dark HUD panel at top-left, with a bright green-to-lime bar and text such as “Health 105 / 105.” Show “Opponents” and the number remaining in a matching panel at top-right, initially “3 remaining.”

The core objective is to defeat all three enemies while surviving. Do not activate enemy behavior until the player makes the first movement or attack input. Once battle starts, enemies keep spacing, move around the player, avoid or navigate around cover, and attack when in range and when they have a clear line of sight. Cacthorn is a ranged grass attacker with about 9.5 range, 1.35-second attack timing, and 10-damage projectiles. Buzzlet moves faster, attacks at about 12 range with roughly 1-second timing, and fires 8-damage projectiles. Shellsnap has shorter range (about 6.2), attacks more slowly (about 1.65 seconds), and deals 12 close-range melee damage when near the player. Enemies can target temporary decoys instead of the player.

Controls: WASD moves the player, mouse aims over the ground, left click fires the basic Water Hurricane attack, Q uses Lick, E uses Night Slash, F uses Aerial Ace, Space uses Double Team, and R restarts after victory or defeat. Also provide mobile/touch buttons labeled ATK, Q, E, F, and 2X; keyboard movement remains the primary movement method. The desktop bottom HUD should show the controls hint and four dark translucent ability cards labeled Q “Lick,” E “Night Slash,” F “Aerial Ace,” and Space “Double Team,” each with a cooldown overlay. On touch devices, replace the cards with the five compact buttons.

Implement the combat exactly as follows. The basic attack has a short cooldown of about 0.42 seconds and fires three glowing cyan water projectiles in a small spread (angles -0.1, 0, +0.1 radians), traveling in the aim direction at about speed 15.5, dealing 10 damage, with a short lifetime. Use bright emissive spheres and a cyan ground ring plus small burst effects on impact. Q (Lick) has a 4.5-second cooldown, performs a short-range forward cone attack up to about 3.6 units and 0.72 radians half-angle for 17 damage, and visibly creates a pink tongue-whip bar/beam in front of the player with pink burst particles. E (Night Slash) has a 5.5-second cooldown, briefly dashes the player in the facing/aim direction at increased speed, hits enemies in a forward cone up to about 3.1 units and 0.9 radians half-angle for 24 damage, and creates a dark purple slash arc and ring. F (Aerial Ace) has a 6.5-second cooldown, briefly dashes/leaps forward and fires a pale white/cyan fast projectile at speed about 20 that deals 26 damage; show a bright slash arc. Space (Double Team) has a 10-second cooldown, grants a temporary 1.1-second protective shield that reduces incoming damage to 35%, and spawns three translucent blue/purple copies of Frogninja arranged around the player. The decoys orbit/fade over about five seconds and draw enemy targeting. Show a glowing shield bubble while the short protection window is active.

Use simple glowing elemental hit effects: tetrahedral shards, expanding colored torus rings, brief slash/tongue effects, emissive projectile spheres with small point lights, and hit flashes. Projectiles should disappear when they hit an enemy, cover obstacle, arena edge, or expire. Enemies lose health on successful attacks; at zero health, play a death animation, hide their health bar, show a defeat ring, and hide the model shortly afterward.

Movement should be constrained to the circular arena and resolve against trees, bushes, and crystals. The player should use idle/walk/attack/jump animations where available; Buzzlet should use a flying animation and other creatures idle/walk/attack/death animations. Play light arcade laser/click sound effects for shots, abilities, and hits if audio is available.

Victory occurs when all three opponents are knocked out: show a large centered “ARENA CLEARED!” message with “Every opponent is down · Press R to restart.” Defeat occurs when player health reaches zero: show “KNOCKED OUT” with “Press R to try again.” Before battle begins show a centered “BATTLE READY” prompt with “Press WASD or click to start.” Keep the HUD translucent dark blue with rounded corners, white bold text, soft shadows, and bright health/cooldown colors. Use responsive full-screen rendering, preserve the clean arena view, and support both desktop and touch layouts.

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