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Arcade › Crimson Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daemon Bray built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crimson Duel yet. Play it, then tell Daemon Bray what you would add next.
Crimson Duel was built by Daemon Bray 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 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.
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-based 3D third-person melee game titled "Crimson Duel". The player controls Azure, a blue/cyan-accented adult female low-poly armored warrior wielding a glowing fantasy sword, against Ruby, a red/pink-accented adult female armored AI duelist. Set the fight in a circular moonlit forest arena: a dark green round ground disk about 10 units wide, a low stone torus boundary with regularly spaced chunky stone blocks around the rim, scattered low-poly rocks inside and trees beyond the edge, plus four alternating blue and crimson hanging banners on posts. Use a dark purple night background and fog, cool moonlike hemisphere and directional lighting with strong shadows, and a subtle red rim light from behind. Use a slightly elevated over-the-shoulder/third-person camera that follows the player and frames both fighters, smoothly tracking a point between them; add brief camera shake on successful hits. The core loop is a real-time one-on-one sword duel. Start Azure at the left and Ruby at the right, facing each other. Move Azure with WASD or arrow keys; movement is planar in the arena, at roughly 5.2 speed, and clamp the player inside the circular boundary. Clicking/tapping the canvas or pressing Space performs a slash. Give attacks a 0.46-second active animation window and a 0.78-second cooldown; a slash only hits if the opponent is within about 2.15 units and in front of the attacker, using a forward-facing cone. Azure deals 18 damage and Ruby deals 13 damage, with both starting at 100 health. Apply hit lockout, a short hurt reaction, a small knockback, and prevent multiple hits from one swing. Ruby is AI-controlled: chase when farther than about 2.25 units, back away when closer than 1.25, otherwise strafe with randomized lateral movement, periodically reconsidering its strafe direction; attack occasionally when within range and off cooldown. Prevent the fighters from overlapping with a small body push. Use animated low-poly GLB female knight characters with idle, run/walk, sword slash, receive-hit, victory, and death animations if available. Attach custom constructed glowing swords to their right hands: pale metallic rectangular blade with pointed diamond-like tip, colored emissive edge/accent and gem, dark crossguard and grip. Tint the character materials toward cyan for Azure and hot red/pink for Ruby. During every successful hit, emit a stylized burst of dozens of small dark-red glowing spherical blood particles from the victim, with outward spread, upward velocity, gravity, fading and ground collision. Add an irregular red floor splat made from multiple flat circular blobs at the impact location; retain only a limited number of splats. Play a heavy impact sound with brief hit-rate limiting and shake the camera. HUD: overlay the game without blocking play. At the top, show two labeled horizontal health bars, Azure with a cyan-to-pale-cyan fill and Ruby with a red-to-orange fill, both initially full. Show a centered transient large bold message "FIGHT" at startup, and on defeat show either "AZURE WINS" or "RUBY WINS" prominently. When health reaches zero, stop gameplay, play victory/death animations, and reveal a Restart button. Restart resets both health values, positions, movement, attack timers, game-over state, and shows FIGHT again. Include a small bottom instruction line: "WASD/Arrows move · Space/click attacks · Stay close and time your slash". On coarse/mobile pointers, display translucent dark rounded directional buttons in a D-pad at lower left (up, down, left, right) and a large circular red gradient "SLASH" button at lower right; support holding the directional buttons and tapping SLASH, while keeping the desktop keyboard/mouse controls. Match the shown visual style: bold white UI text with shadows, translucent charcoal-purple controls, simple saturated gradient health bars, stylized low-poly fantasy forms, and non-realistic red particle effects.