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Devils vs Angels

  • 3d
  • auto-battler
  • strategy
  • fantasy
  • simulation
  • arena
0
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1 play

How to play

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

Discussion

Nobody has said anything about Devils vs Angels yet. Play it, then tell haris xan what you would add next.

Make your own game

Devils vs Angels was built by haris xan 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 Devils vs Angels 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 Devils vs Angels

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 dark, polished 3D auto-battle game titled “Devils vs Angels.” Use a Three.js-style perspective camera looking down at a rectangular battlefield from an elevated angle, with the camera dynamically pulling back as more units are present and subtly tracking the moving frontline. The scene should have a near-black navy background/fog, a dark charcoal floor, and a wide horizontal center lane. Tint the left half with a translucent deep crimson devil zone and the right half with a translucent blue angel zone. Divide the armies with a tall, thin glowing golden vertical frontline/border at the center, made from a narrow central bar plus evenly spaced pale-gold cylindrical studs; the border should shift toward the weaker side based on the difference in living unit counts (up to roughly six world units), visually showing which army is advancing.

At startup, automatically spawn four units: one ordinary Devil, one ordinary Angel, one larger/special Devil gift unit, and one larger/special Angel gift unit. Devils begin on the left and Angels on the right. Devils automatically walk toward the right; Angels automatically walk toward the left. Units avoid overlapping one another, remain on their own side of the moving border, and are constrained within the battlefield depth. They automatically acquire the nearest living enemy, fire repeatedly at it about once per second, and launch small glowing projectiles across the field. Devil projectiles should be hot red/orange and Angel projectiles cyan/light blue. Each projectile deals exactly 10 damage on impact, and every unit has 100 HP. Show each unit’s overhead HP bar and a readable HP label such as “100/100,” updating down to the current value. When a unit reaches zero HP, play its death animation and remove it shortly afterward. Add a brief expanding ring impact effect at the target on each hit. Units should gently bob/shift in depth while advancing.

Use recognizable downloaded low-poly 3D character assets: Devils use a large demon model for normal units and a flying demon model for special units; Angels use golden knight male/female models for normal/special units. Face the models toward the opposing army. Give Devils a red circular ground aura/ring and small orange horns; give Angels pale blue or cream stylized wings and a glowing gold halo. Special units are visibly larger and use broader/brighter rings, and display an additional “100” badge near the unit. Include four decorative low-poly crystal-crossroads props in the corners/side areas: a crystal and pillar on each team’s side, with matching left/right placement.

Build a fixed HTML HUD over the 3D canvas. At the top center, show a rounded translucent dark gradient bar with red/devil styling on the left and blue/angel styling on the right. It must read “DEVILS [living count]” on the left, “ANGELS [living count]” on the right, and the centered title “DEVILS VS ANGELS.” Beneath the title show status text that changes among “Even forces · frontline holding,” “Devils are advancing,” and “Angels are advancing” according to living army counts; while loading, show an appropriate loading/ready status. At bottom left, show a small dark legend panel reading: “3D auto-battle · 100 HP per unit · 10 damage per projectile” and “Frontline shifts toward the weaker army.” Along the bottom, provide four large rounded buttons: red “DEVIL +1,” brighter red/orange “DEVIL +100 GIFT,” blue “ANGEL +1,” and pale cyan/blue “ANGEL +100 GIFT.” Clicking or tapping DEVIL +1 or ANGEL +1 should spawn one normal unit for that team. Clicking or tapping either gift button should spawn one special/gift unit for that team, not literally one hundred units. The controls must work with mouse and touch. On small screens, arrange the four buttons in a two-by-two grid and hide the legend; keep the top bar responsive.

Use dramatic soft shadows, hemisphere and directional lighting, a warm key light, cool rim light, ACES-like tone mapping, metallic/emissive materials, rounded HUD borders, and a subdued red-versus-blue color language. There is no direct player-controlled avatar, no manual movement, no score beyond living-unit counts, and no win screen: the core experience is watching and influencing the ongoing automatic projectile battle by adding units to either side.

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