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Arcade › Cursed Clash
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Remix Cursed 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 browser-based 3D third-person arena fighting game titled “JJK: CURSED CLASH.” Begin on a dark, polished character/setup menu over a near-black purple radial-gradient background, with a large uppercase title and subtitle describing a real-time 3D arena fighter. Use a centered rounded dark panel with translucent/glass styling, thin gray borders, purple highlights, and gold outlines for selected options. The menu must provide two modes: Training Mode and Battle Mode; eight selectable fighters in a responsive card grid; five enemy grades; three arenas; a Dev Mode toggle; and an “ENTER THE ARENA” button. Fighter cards show a colored glowing circular swatch, name, class title, technique, and domain. Include exactly these fighters and displayed metadata: Yuji Itadori — Vessel — Black Flash — Soul Impact; Satoru Gojo — Horned One — Hollow Purple — Unlimited Void; Suguru Geto — Curse Collector — Cursed Spirit Parade — Womb Profusion; Megumi Fushiguro — Ten Shadows — Divine Dogs — Chimera Shadow Garden; Takako Uro — Sky Manipulation — Sky Bending — Thin Ice Breaker; Yuta Okkotsu — Cursed Partners — Rika Assist — True Love; Ryomen Sukuna — The Strongest in History — Cleave / Fire Arrow — Malevolent Shrine; Ryu Ishigori — Sweet Tooth — Granite Blast — Cursed Output Overdrive. Enemy grades are Grade 4, Grade 3, Grade 2, Grade 1, and Special Grade. Arenas are City Street, Ruined Battlefield, and Dark Cursed Arena. After starting, render a real-time Three.js-style low-poly 3D arena from a third-person perspective, with the player initially at one end and a cursed enemy at the opposite end. The camera is elevated behind/above the player. The arena has a large flat floor, scattered randomly placed rectangular ruin/block obstacles, fog, dramatic hemisphere/directional lighting, colored rim lighting, and floating glowing cursed particles. Color palettes vary by arena: City Street uses dark blue-gray surroundings and cyan accent light; Ruined Battlefield uses dark brown/red surroundings and orange accent; Dark Cursed Arena uses deep purple surroundings and magenta accent. The player is a simple stylized fighter made from a capsule-shaped body, spherical head, bright eyes, a glowing circular aura ring at the feet, and small fighter-specific visual details: Gojo has a dark glowing blindfold, Sukuna has dark facial marks, Yuta carries a sword, and Ryu has a glowing ring detail. The enemy is a dark magenta/purple cursed humanoid with red eyes and its own aura. Core gameplay is close-range arena combat against one AI-controlled cursed spirit. Move freely around the arena with WASD or arrow keys, jump with Space, attack with J, use the cursed technique with K, activate Domain Expansion with L, dodge with Shift, block with B, and pause with Escape. Also provide touch/mobile controls: directional movement buttons, jump, ATTACK, BLOCK, DODGE, CURSED TECHNIQUE, and DOMAIN EXPANSION. The enemy follows the player, faces them, attacks at close range in Battle Mode, and has speed, damage, and health determined by the chosen grade. In Training Mode the enemy does not damage the player, while it still approaches and can be attacked. Implement a basic attack with a short cooldown, three-hit combo counter, facing the enemy automatically; attacks damage the enemy only within close range and otherwise create a ground ring effect. The third Yuji combo hit is substantially amplified and produces a bright burst. Yuta’s basic attacks gain bonus damage and Sukuna’s gain bonus damage. Add hit stun, invulnerability windows, knockback, expanding rings, particle bursts, and glowing projectile effects. Cursed techniques consume cursed energy and have a cooldown: Gojo, Ryu, and Sukuna fire a glowing projectile with different damage values; Geto and Megumi fire three projectiles; Uro creates an arena/target ring and pushes the enemy back if in range; Yuji and Yuta perform a powerful close-range technique effect. Domains consume more cursed energy, have a longer cooldown, last about 5.5 seconds, radically tint the fog/background to the fighter’s color, show a huge glowing centered “DOMAIN EXPANSION” message, and emit large burst/ring effects. Domains have character-specific behavior visible in play: Gojo slows/pushes the enemy away, Sukuna periodically damages the player with unavoidable shrine slashes, and Megumi periodically damages the enemy. The player’s cursed energy regenerates over time, techniques fail when insufficient energy is available, and Dev Mode gives infinite cursed energy. Show a fixed HUD over gameplay. In the upper left, place a translucent dark rounded box showing the selected fighter’s name and class, a red/pink health bar, and a cyan-to-indigo cursed-energy bar. In the upper right, show a Pause button, the current enemy label such as “Grade 3 Cursed Spirit,” and its health bar. Put the large centered domain message near the upper-middle of the screen. In Dev Mode show a small gold “DEV MODE · INFINITE CURSED ENERGY” badge at the top center. On mobile, keep touch movement controls at bottom left and action controls at bottom right. When the player’s health reaches zero, show a centered dark result overlay with pink “DEFEAT” text and the message “The curse overwhelmed the arena.” When the enemy is defeated, show a gold “VICTORY” screen with a message stating that the selected fighter exorcised the selected grade curse; include Rematch and Main Menu buttons. Include a pause overlay with Resume, Rematch, and Main Menu buttons. Preserve the sleek neon supernatural anime-inspired presentation, but use original low-poly geometry and interface styling rather than requiring character artwork or external assets.