Skip to content

Arcade › Critter Clash QR

Critter Clash QR

  • 3d
  • turn-based
  • monster-battler
  • team-builder
  • ai-battle
  • qr-sharing
  • mobile
  • fantasy
0
Remix it Discord

4 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dj Harrell built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Critter Clash QR yet. Play it, then tell Dj Harrell what you would add next.

Make your own game

Critter Clash QR was built by Dj Harrell 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 Critter Clash QR 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 Critter Clash QR

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 mobile-first web game titled “Critter Clash QR”, an original turn-based creature-team battler with a shareable QR challenge mode. The game must be playable as a single-page app with a full-screen Three.js 3D arena behind a pointer-safe HUD. The visual style is dark sci-fi/fantasy: deep navy background and fog, a circular blue arena floor with a glowing cyan ring and translucent center glow, two raised circular pads (blue for the player on the front-left and magenta for the opponent on the back-right), floating cyan and lavender faceted orbs around the arena, soft blue/purple lighting, shadows, and animated low-poly cute monster models. Use animated original-feeling creature representations/models: Emberdrake should look like a yellow dragon, Mosshroom like a mushroom creature, Tideclaw like a crab, Wispuff like a ghost, Frostfin like a penguin, and Voltwing like a bee. Keep the camera in a fixed elevated perspective looking across the arena; player creature faces toward the opponent and enemy creature faces toward the player. Creatures idle with subtle bobbing and use attack/hit/lunge animation when actions resolve.

Build the UI as translucent dark glass panels with rounded corners, thin white borders, blur, shadows, light text, muted blue-gray secondary text, and colored gradients. On desktop, place a full-width top bar and two large columns: the draft/squad panel on the left and battle desk on the right. On narrow/mobile screens, stack the panels vertically in a scrollable HUD over the 3D scene. The header must show “Critter Clash QR”, the subtitle “Original monster battler — solo AI battles plus QR team challenges.”, a mode pill that says Loading arena, Draft phase, or Turn N, an enemy/mode pill saying Solo AI or “[trainer] QR Team”, and an editable trainer-name input (maximum 18 characters, default Trainer, persisted locally).

The core loop is: draft exactly three different creatures from a six-creature roster, then battle a three-creature AI squad. Let the player tap/click creature cards to add or remove them; selected cards have a green-highlighted border. Show each card’s name, elemental type, HP, ATK, DEF, and SPD. Prevent selecting more than three and keep at least one selected. Show a “Your team” strip with each chosen creature’s current/max HP and a colored HP bar. Include a challenge banner explaining either that no QR rival is loaded and the user can start solo or create a QR, or that a scanned challenge from a named trainer is loaded as a saved squad and is an AI snapshot, not a live online battle.

Roster and exact stats/types:
- Emberdrake, Flame, HP 104, ATK 28, DEF 18, SPD 22. Moves: Flare Snap (Flame, power 24, 95% accuracy), Wing Rush (Air, power 20), Heat Up (Flame, attack +1), Solar Burst (Flame, power 34, 82% accuracy, 8 recoil).
- Mosshroom, Nature, HP 116, ATK 22, DEF 24, SPD 14. Moves: Spore Puff (Nature, power 18, heals 8), Vine Lash (Nature, power 26, 96% accuracy), Root Guard (Nature, defense +1, heals 6), Bloom Burst (Nature, power 32, 84% accuracy).
- Tideclaw, Tide, HP 110, ATK 24, DEF 22, SPD 16. Moves: Bubble Bash (Tide, power 22, 98% accuracy), Shell Slam (Neutral, power 26, 92% accuracy), Current Cut (Tide, power 28, speed +1), Low Tide (Tide, power 18, heals 10).
- Wispuff, Spirit, HP 96, ATK 27, DEF 17, SPD 24. Moves: Haunt (Spirit, power 24), Dream Sip (Spirit, power 18, heals 12), Phase Fade (Spirit, defense +1 and speed +1), Night Pulse (Spirit, power 30, 90% accuracy).
- Frostfin, Frost, HP 102, ATK 23, DEF 20, SPD 20. Moves: Ice Peck (Frost, power 24, 96% accuracy), Snow Slide (Frost, power 28, 90% accuracy), Polar Guard (Frost, defense +1), Glacier Dive (Frost, power 32, 82% accuracy, 6 recoil).
- Voltwing, Spark, HP 94, ATK 29, DEF 16, SPD 26. Moves: Spark Sting (Spark, power 24), Storm Zip (Spark, power 30, 90% accuracy), Charge Up (Spark, attack +1 and speed +1), Needle Gust (Air, power 20).

Use elemental matchup modifiers: Flame is strong against Nature and Frost; Nature against Tide and Spark; Tide against Flame and Spark; Spirit against Flame and Frost; Frost against Nature and Spirit; Spark against Tide and Spirit. An advantageous move multiplier is 1.35 and a resisted move multiplier is 0.75; apply both when relevant. Same-type attacks get a 1.15 bonus. Battle creatures have current HP, fainted state, and attack/defense/speed boosts capped at three stacks, with each boost increasing the relevant stat by 18% (rounded, minimum 1).

The battle desk must show two active creature cards side by side with name, type, HP/max HP and a colored HP bar. Show a Moves section with four large two-column buttons labeled with move name, type, and either “power” or “buff”. Show a Switch section with buttons for all three player creatures; the active creature is highlighted, fainted creatures and the active one are disabled, and other healthy creatures can be tapped to switch. Show a scrolling battle log with recent entries such as attacks, misses, damage, type effectiveness (“It hits hard.” or “It is resisted.”), healing, stat increases, recoil, switches, fainting, turn beginnings, and the winner.

Each turn, the player chooses a move or manual switch. The AI chooses a move using simple tactical scoring: prefer powerful same-type and type-advantaged attacks, use healing when below roughly 60% HP, use buffs for value, and switch away from a low-HP creature when a better matchup is available. Switches always have priority; otherwise higher boosted speed acts first. Resolve actions sequentially with short delays so the animated creatures visibly attack or react. Moves can miss based on their accuracy. Damage should use move power, boosted attack, boosted defense, same-type bonus, matchup multiplier, and a small random factor around 0.92–1.08. Apply healing, attack/defense/speed buffs, and recoil. When an active creature reaches zero HP, mark it fainted and automatically send the first healthy creature; when all three on one side faint, announce the opposing trainer as winner and stop move controls. Include “Battle Solo AI” (or “Battle [trainer]’s QR Team” when challenged), “New AI Rival” to reroll a random three-creature enemy team excluding the player’s selected species, and disable reroll when a QR challenge is loaded.

Implement QR sharing exactly as a snapshot challenge, not multiplayer: when three creatures are selected, “Create QR Challenge” opens a QR panel containing a generated QR image, a readonly share URL, Copy link, and Hide QR controls. Encode trainer name, the three selected species IDs, and creation date in a URL-safe base64 payload in the URL hash as #challenge=...; a QR scan/reload parses this hash, loads the named three-creature squad as the AI opponent, and displays the warning that it is not live online play. Disable QR creation until exactly three are selected. Provide short toast notifications such as “QR challenge ready.”, “Challenge link copied.”, selection-limit messages, and draft errors. Add click and impact sound effects after the first pointer/keyboard interaction. Expose getGameState() and setGameState(patch) globally for debugging/state inspection, including draft, challenge, battle, and log state.

More free browser games

Browse the whole Arcade →