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Crimson Clash

  • 3d
  • fighting
  • arcade
  • neon
  • side-view
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. An Cgi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crimson Clash yet. Play it, then tell An Cgi what you would add next.

Make your own game

Crimson Clash was built by An Cgi 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.

Read the build brief for Crimson 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 side-view fighting game titled "Crimson Clash". Use Three.js or an equivalent real-time 3D engine. The scene is a dark blood-red arena on a nearly black background, viewed by a fixed perspective camera from the front at a slightly elevated angle; keep the fighters on a horizontal left/right line while the camera gently centers on the arena. Build a circular dark maroon platform with a glowing crimson torus ring around its edge and ten evenly spaced dark red/black rectangular pillars around the perimeter. Use dramatic lighting: a muted purple hemisphere fill, a pale pink directional key light with shadows, a strong red point light near the rear of the arena, fog, and emissive red accents. The overall presentation should feel neon, ominous, and arcade-like, with soft red glow and shadows.

Place two humanoid animated 3D fighters on the platform, loaded from animated knight-style character models if available: the player is named RAVEN and begins on the left facing right; the opponent is named GOLIATH and begins on the right facing left. Play an idle animation by default, mirror/orient the enemy toward the player, enable shadows, and briefly enlarge a fighter when they are hit. The player can move horizontally within the arena limits, jump, block, and attack. Desktop controls: A/D move left/right, W jump, J punch, K kick, L crimson burst, and I block. Attacks should only start when the fighter is not already attacking, cooling down, or blocking. Punch has a short attack duration and deals 6 damage; kick lasts a little longer and deals 9 damage; crimson burst lasts the longest and deals 18 damage. Attacks hit when the fighters are within approximately 1.65 world units. A blocking defender reduces incoming damage to 2. Add a visible burst of small dark-red blood droplets at the defender on a hit, with droplets arcing/falling briefly before disappearing; use more droplets for the crimson burst.

The opponent should use simple AI: approach the player until close, then occasionally punch or kick, with a small chance to block when near. The player starts with 100 health and the opponent starts with 100 health. Clamp player horizontal movement to roughly -5.1 through 5.1, use gravity and a jump impulse, and keep the battle on the platform. When either health reaches zero, stop gameplay and show a result overlay reading either "RAVEN WINS" or "GOLIATH WINS", with the subtitle "The arena is quiet. For now." and a "REMATCH" button that resets both health values and fighter positions.

Create a fixed HUD over the 3D scene. At the top, show RAVEN on the left, a bordered glowing health bar filled with a red-to-orange gradient, centered text "ROUND 1", a matching opponent health bar whose gradient is reversed, and GOLIATH on the right. Health bars visibly shrink as health is lost. On initial load, show a centered dark translucent panel with a thin crimson border and red glow, the large neon-red title "CRIMSON CLASH", the text "Enter the blood arena.", and a bright red "FIGHT" button. Clicking FIGHT or pressing Enter starts the match and hides the panel. On mobile/narrow screens, show touch controls along the bottom: circular left, right, and up/jump buttons on the left, and PUNCH, KICK, and larger BURST buttons on the right, with translucent dark-red fills and pale pink borders. On desktop, instead show the compact hint at the bottom: "A/D move • W jump • J punch • K kick • L crimson burst • I block". Make the layout responsive, preserve the dark full-screen canvas, and prevent page scrolling.

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