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Arcade › Crimson Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anmol Yt built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crimson Clash yet. Play it, then tell Anmol Yt what you would add next.
Crimson Clash was built by Anmol Yt 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 Crimson 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.
Create a playable 3D arena fighting game titled “Crimson Clash.” Use Three.js or an equivalent WebGL 3D engine with an elevated orthographic camera looking down at a dark circular combat arena. The camera should be positioned above and slightly toward the back of the arena, with a compact top-down/isometric view that keeps both fighters visible. The scene background and fog should be nearly black navy (#090b12), while the arena is a broad dark charcoal circular platform with a subtle red glowing perimeter ring. Add twelve short dark rectangular pillars evenly spaced around the outer edge; some pillars have a faint reddish emissive accent. Use soft shadows on the floor, a cool hemisphere fill light, a warm directional key light, and a red point/rim light so the fighters cast large, readable shadows across the arena. Place two stylized low-poly/blocky humanoid fighter characters on the platform, loaded from blocky character-style 3D models if available. The player starts at approximately the left/front side of the arena at x=-3,z=2 and should face the rival; the rival starts at x=3,z=-1. Give the player a red/crimson outfit and the opponent a contrasting rival appearance consistent with the visible blocky character models. Both characters should have idle, walk, and melee attack animations. Each fighter should continuously rotate to face the other. When moving, play the walk animation; otherwise play idle. During a hit, briefly enlarge/flash the affected character and spawn a burst of small bright red and pale-red blood/spark particles that fly outward, arc downward, shrink, and disappear. The core goal is to defeat the rival. The player has 100 HP and the rival has 100 HP. Move the player with WASD or the arrow keys; movement is continuous, responsive, and constrained within the arena bounds (approximately x -7.5 to 7.5 and z -5.8 to 5.8). The rival automatically chases the player at a slower speed, stopping within roughly 1.9 world units. Press Space or the on-screen ATTACK button to perform a melee strike. Attacks have about a 0.48-second cooldown and only damage the rival when within about 2.15 units, dealing 12 damage per landed strike. If the attack is pressed during cooldown, queue it and execute it when available. Each successful hit increments the hit counter and spawns the red particle burst. The rival automatically attacks when close, approximately once every 1.1 seconds, dealing 7 damage to the player and spawning the same impact effect. End the fight when either HP reaches zero: display “YOU WIN” with “The rival is down.” when the rival is defeated, or “KNOCKED OUT” with “Press restart to fight again.” when the player loses. Pause gameplay after the result appears and provide a RESTART button that resets both fighters, their HP, the hit count, visibility, and animations to the initial state. Build a fixed responsive HUD over the 3D canvas. At the upper left, show a dark translucent rounded panel with a thin red border, the title “CRIMSON CLASH” in bold red/pink uppercase lettering, the instruction “WASD / arrows move · Space or ATTACK strike,” a horizontal player HP bar using a red-to-orange gradient, and the text “HP 100” updated as damage is taken. At the upper right, show a matching panel aligned right with the orange title “RIVAL,” a horizontal rival HP bar using a purple-to-pink gradient, and “Hits 0,” updating after each successful player strike. In the center on game over, show a dark panel with the result heading, subheading, and a red rounded RESTART button. At the bottom left, provide touch-friendly movement controls: left, up, down, and right arrow buttons arranged as a directional pad, using dark blue-gray translucent rounded-square buttons with light borders. At the bottom right, provide a large circular crimson-red ATTACK button with a light pink/red outline and bold dark text. These controls must work with pointer/touch input as well as keyboard input, including press/release behavior for movement and attack. On larger screens, also show a small lower-right hint reading “Hit the rival when close.” and “Red sparks show a landed strike.” Hide that hint on narrow mobile widths. Keep the presentation clean and arcade-like: dark navy environment, crimson UI accents, bright health bars, blocky 3D fighters, dramatic shadows, and no extra game modes, weapons, projectiles, pickups, or mechanics beyond the close-range melee duel described above.