Arcade › Diamond Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. brydenbarrera13 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Diamond Duel yet. Play it, then tell brydenbarrera13 what you would add next.
Diamond Duel was built by brydenbarrera13 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 Diamond 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 arcade baseball game titled “Diamond Duel: Nine Inning Showdown.” Use Three.js or an equivalent real-time 3D engine with a fixed, slightly elevated perspective from behind and just to the side of home plate, looking toward the pitcher’s mound and center field. The scene should have a dark navy sky/background with subtle fog, a vivid green circular grass field, a brown dirt infield/pitching lane, white home plate and three white bases, thin white foul lines, dark teal outfield wall, and tall dark foul poles. Use soft shadows, warm directional sunlight, cool rim lighting, and a colorful low-poly/cartoon style. Show a white baseball with a red seam and a wooden tan bat near the batter. Place a stylized low-poly animated batter near home plate in the foreground and an opposing pitcher on the mound; use simple idle and swing/attack animations when available. Put decorative stadium banners around the field and a trophy off to the side if supported by the asset system. At startup, display a centered dark translucent panel asking “CHOOSE YOUR TEAM” and “Pick a character squad,” with three selectable buttons: Trojans, Cowboys, and Kings. Use distinct team colors: Trojans red/gold, Cowboys blue/tan, and Kings purple/yellow. Once selected, hide the chooser, show the selected team versus an opponent team in the header, and style the player’s batter and base runners in the selected team colors. The game is a nine-inning showdown. The player bats in the top half of each inning and pitches in the bottom half. Track player runs, strikes, outs, inning half, and occupied bases. During the top half, start each pitch with the baseball traveling from the pitcher toward home plate. The player must press the large bottom-center “SPACE BAR” button, or the keyboard Space bar, when the ball reaches the plate. Display “NOW!” briefly during the hitting window. A swing is evaluated by timing (distance from the plate) and horizontal accuracy (how centered the ball is). A well-timed, centered swing produces a hit; a poor swing produces a swing-and-miss strike. If the player does not swing before the ball passes the plate, register a called strike, with messages such as “Called strike — right over the plate.” Three strikes make an out; after three outs, change from top to bottom or advance to the next inning, clearing the count and bases. Use a short delay between pitches/results. For successful hits, classify the result by quality as single, double, triple, or home run. Animate the ball flying into the field with different trajectories: singles travel a short distance, doubles farther, triples toward/off the wall, and home runs fly high over the fence. Show result messages such as “SINGLE — batter on first,” “DOUBLE — ball into the outfield,” “TRIPLE — ball off the wall,” or “HOME RUN — over the fence!” Advance runners realistically on the bases and add runs when they cross home: a single moves the batter to first and advances existing runners one base; a double puts the batter on second and advances runners; a triple puts the batter on third; a home run scores the batter and all occupied runners and clears the bases. Visually turn occupied bases gold/yellow and place small matching low-poly runner characters on them. Replace/spawn a new batter after each top-half result. In the bottom half, the player pitches rather than bats. The bottom button should read “PITCHING,” and the hint should say “Space once = fastball • twice = curveball.” A single Space press selects a fastball; two quick presses select a curveball. A fastball travels straight and quickly toward the plate; a curveball travels more slowly with visible horizontal movement. Present messages such as “Fastball over the plate…” and “Curveball away…”. The pitch reaching the plate is resolved as a called strike in the existing arcade rules, and the player can continue until three outs/end of the half. Preserve the top/bottom inning flow and nine-inning completion; at game end show “GAME OVER,” hide the action button, and display a final-score message such as “Final score: X runs after 9 innings.” Provide a RESTART button and allow keyboard R to restart after game over. Use a clean HUD over the 3D scene. In the upper-left, show a dark translucent rounded panel with gold “DIAMOND DUEL,” large white “Nine Inning Showdown,” and a smaller matchup line such as “Trojans vs Cowboys.” In the upper-right, show four compact stats: RUNS with the player’s score, COUNT with strikes-balls in the displayed format, HALF with values like T1 or B1, and OUTS. Centered near the top, show a rounded dark message panel for pitch/result feedback. Near the bottom center, show a small instructional hint above a large rounded orange-to-yellow gradient action button labeled SPACE BAR, with a pressed scale-down effect; for pitching, label it PITCHING. Keep the interface responsive for mobile, use high-contrast white/gold text, translucent navy panels, and prevent the canvas from scrolling. The overall experience should feel like a compact, timing-focused, low-poly baseball duel rather than a full simulation.