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Cursed Clash Stories

  • 3d
  • anime
  • fighting
  • story-mode
  • action
  • supernatural
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. Christopher built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Cursed Clash Stories was built by Christopher 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 Cursed Clash Stories 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 Cursed Clash Stories

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-playable 3D anime-styled supernatural fighting story mode called “Cursed Clash Stories.” Use a third-person, slightly elevated arena camera that automatically follows the midpoint between the player and enemy, with a gentle orbit/swing and zoom based on their distance; during dialogue, use short cinematic camera shots that move toward the speaker, the opponent, and then the arena. Build the game in a stylized Three.js-like presentation with clean geometric low-poly characters and arenas, cel/toon shading, strong silhouettes, colored rim/emissive lighting, bloom, atmospheric fog, floating particles, impact flashes, slash trails, projectiles, and bursts of glowing particles. The backdrop and lighting should change per arena and during domain expansions.

Start on a story-mode episode board over a school-arena 3D backdrop. The UI has a dark translucent glass-panel design, bright cyan/pink/gold accents, an uppercase futuristic/Orbitron-like title treatment, and a large title “Cursed Clash Stories” with a “Story Mode” eyebrow. The episode board groups selectable chapter cards by arc, showing each episode title, objective, playable character versus boss, and optional assist. Initially only “Hidden Inventory — Episode 1 — Star Plasma Escort” is unlocked; completing a chapter unlocks the next one. Include a right-side “Roster Codex” panel listing the named roster with short role and appearance notes: Yuji Itadori, Satoru Gojo, Ryomen Sukuna, Megumi Fushiguro, Nobara Kugisaki, Yuta Okkotsu, Toji Fushiguro, Suguru Geto, Kento Nanami, Aoi Todo, Mahito, Jogo, Dagon, Choso, Hajime Kashimo, Kinji Hakari, Panda, Toge Inumaki, Maki Zenin, Mai Zenin, Yuki Tsukumo, and Mei Mei.

Provide eight playable chapters grouped as follows, with the specified fighters, arenas, objectives, dialogue, assists, and domains: (1) Hidden Inventory / “Episode 1 — Star Plasma Escort,” Satoru Gojo versus Toji Fushiguro in a school arena, objective “Protect Riko and survive Toji’s ambush,” dialogue between Gojo, Suguru Geto, and Toji, with player domain Unlimited Void; (2) Hidden Inventory / “Episode 2 — Blue Awakening,” Gojo versus Suguru Geto on a rooftop, objective “Reawaken and overwhelm the battlefield,” with Gojo and Geto dialogue, player domain Unlimited Void; (3) Shibuya Incident / “Episode 3 — Subway Nightmare,” Yuji versus Mahito in a Shibuya arena, objective to push through the station and survive Mahito’s pressure, with Aoi Todo assist and Self-Embodiment of Perfection as boss domain; (4) Shibuya Incident / “Episode 4 — Coffin of the Iron Mountain,” Gojo versus Jogo in a city arena, objective to control the crowd, erase the curse, and bend the city around infinity, with Unlimited Void for the player and Coffin of the Iron Mountain for the boss; (5) Shibuya Incident / “Episode 5 — Horizon Break,” Megumi versus Dagon in a forest, objective to use shadows, survive the tide, and force a breakthrough, with Nobara Kugisaki assist, Chimera Shadow Garden for the player and Horizon of the Captivating Skandha for the boss; (6) Shibuya Incident / “Episode 6 — Blood and Resolve,” Yuji versus Choso in a subway, objective to break through long-range pressure and turn the fight close, with Todo assist and no domain; (7) Culling Games / “Episode 7 — Jackpot Rush,” Kinji Hakari versus Hajime Kashimo in a culling-game ruins-like arena, objective to overwhelm Kashimo with momentum before the lightning duel ends you, with Panda assist; (8) Final Clash Preview / “Episode 8 — Shrine Against the Sky,” Yuta Okkotsu versus Ryomen Sukuna in red-toned ruins, objective to survive Sukuna’s pressure, force a clash scene, and land your ultimate, with Maki Zenin assist and Malevolent Shrine as the boss domain.

When a chapter is selected, hide the board and show a short dialogue/cutscene sequence in a large rounded dark translucent box near the bottom. Show a cyan uppercase speaker name, a large white dialogue line, and the instruction “Space — continue / skip.” Space advances each line or skips into combat. Display a small subtitle pill indicating the arc and episode, then transition directly into the fight with a large “Fight Start” flash. Include the actual story flavor lines: Gojo says “We escort the vessel, keep the sky clear, and make this look easy,” Geto replies that Gojo says that before everything goes sideways, and Toji says he came to break the plan; use similarly brief character exchanges for the other chapters.

Combat is real-time arena fighting. The player controls the selected fighter with WASD movement relative to the camera and mouse movement/dragging to influence the camera view. Use J for a light attack combo, K for a heavier attack/launcher, L for the fighter’s cursed technique, I for an ultimate, O for domain expansion, U for an available tag assist, Shift for guard, Space for dash, and Escape to return to the episode board. Characters face their opponent automatically. Keep fighters inside the roughly square arena bounds. Model each fighter from simple geometric parts: capsule-like torso and limbs, spherical head, stylized hair cap, neck ring/scarf accent, and a glowing circular aura at the feet. Give the main playable characters and enemies distinct color palettes, aura colors, speeds, powers, and technique labels such as Gojo’s Blue / Red, Yuji’s Divergent Fist, Megumi’s Shadow Beast, Yuta’s Rika Burst, Hakari’s Jackpot Rush, Sukuna’s Cleave / Dismantle, Mahito’s Soul Twist, Jogo’s Magma Burst, Dagon’s Tidal Swarm, Choso’s Blood Piercer, Kashimo’s Thunder Spear, and Toji’s Heavenly Restriction.

Show a combat HUD at the top: player name and green health bar with a smaller blue energy bar on the left, arc and chapter title centered, and enemy name with red health and orange energy bars on the right. Under it show the control hint: “WASD move · Mouse look · J combo · K heavy · L technique · I ultimate · O domain · U assist · Shift guard · Space dash.” Show chapter objective in the top metadata panel. Health and energy begin at 100 and 40 respectively. Attacks deal damage, build energy and domain meter, cause stagger/knockback, and create slash effects and hit particle bursts. Light attacks chain up to a four-step combo; heavy attacks are slower and stronger and can trigger an “Impact Clash.” Guard substantially reduces incoming damage. The cursed technique spends 22 energy and is either a close-range empowered blow or a glowing homing orb/projectile depending on the fighter. The ultimate spends 70 energy, deals very heavy damage, launches the enemy, slows time briefly, and shows a cinematic “Ultimate”/clash presentation. Dash has a cooldown and emits an aura burst.

Make the enemy AI approach, retreat when too close, guard opportunistically, attack at close range, use techniques and ultimates as energy permits, and become stronger at half health. At below 50 HP, trigger a visible “Phase 2” flash, increase enemy power and speed, and replenish some energy. Bosses with assigned domains automatically activate them when their health is below 55 and their domain meter is full; for the final Sukuna chapter, force the Malevolent Shrine trigger in the low-health phase. Domain meters gradually refill over time and on successful hits. Domains are one-use-per-charge transformations that show a large uppercase domain-name flash and subtitle, alter the scene’s background/fog color, and emit a large burst of particles. Include these visual presets: blue-violet/indigo Unlimited Void, deep red Malevolent Shrine, near-black Chimera Shadow Garden, slate blue Self-Embodiment of Perfection, orange-red Coffin of the Iron Mountain, and teal-blue Horizon of the Captivating Skandha.

For chapters with assists, keep the support fighter hidden until U is pressed, then make them appear beside the player and perform a brief three-hit tag sequence against the enemy, with an eight-second cooldown and a “Tag-team moment lands mid-fight” subtitle. Use Aoi Todo, Nobara Kugisaki, Panda, or Maki Zenin as specified by chapter. Add simple synthesized impact/attack/domain sounds if audio is available, but gameplay must work without relying on sound.

Build distinct geometric arenas with broad circular/square floors and atmospheric props: pale school walls for the school, rooftop blocks and parapet for rooftop, dark Shibuya/city buildings and glowing street strips for city scenes, green trees and drifting particles for forest, gray subway platforms/walls/pillars for subway, and scattered angular rubble/ruins in purple or red lighting for culling and final ruins. Add ambient floating particles in every arena. On victory, flash “Victory,” unlock the chapter’s next episode, return to the episode board after a short delay, and show an episode-clear subtitle. On defeat, flash “Defeat” and restart the current chapter. Preserve the dark cinematic anime UI throughout, with responsive layout that collapses the two board panels and combat HUD into a single column on narrow screens.

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