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-playable 3D arcade baseball timing game titled “Diamond Duel: Nine Inning Showdown.” Use a Three.js-style perspective camera looking diagonally down the baseball diamond from behind home plate toward center field. The scene should have a dark navy background and atmospheric fog, a large circular green grass field, a raised tan pitcher’s mound in the distance, a cream pentagonal home plate in the foreground, white chalk foul lines extending to first and third, three white bases, dark outfield wall, and two tall dark foul poles. Add simple stadium props such as banners around the field and a trophy near the right side. Use soft shadows, a warm key light, cool rim light, and a polished low-poly/toy-like 3D aesthetic. At the start, show a centered dark translucent team-selection card reading “CHOOSE YOUR TEAM” and “Choose how to play,” with two buttons: “Play vs CPU” and “2 Player Mode.” After choosing a mode, enable three team buttons: “Trojans,” “Cowboys,” and “Kings.” Load stylized humanoid 3D character models for the teams, recolor their clothing with team palettes (Trojans red/tan, Cowboys blue/gold, Kings red/yellow) and give the Kings character a simple gold crown. Once selected, hide the selection card and show the field with a batter and pitcher. Implement a nine-inning baseball duel driven by pitch timing. The player bats in the top half of each inning; the opponent bats in the bottom half. Track player runs, the ball/strike count, half/inning (displayed like T1 for top of inning 1 and B1 for bottom), outs, strikes, balls, bases, and game-over state. The top HUD must be fixed over the canvas: a left translucent rounded panel with yellow “DIAMOND DUEL,” large “Nine Inning Showdown,” and a matchup subtitle such as “Kings vs Trojans” with the mode; a right translucent stats panel showing Runs, Count, Half, and Outs. Center a translucent message panel around the upper-middle of the screen for status messages. At the bottom center show a large rounded yellow-to-orange gradient action button labeled “SPACE BAR,” with a small instruction above it. On game over, replace the action label with “GAME OVER” and show a RESTART button. For the player’s batting half, place the player batter beside home plate in the foreground and the opposing pitcher on the mound. Start the baseball high behind the pitcher and move it toward home plate in real time. The player must press Space, click/tap the large action button, or use W in two-player mode when the ball reaches the plate. Display “NOW!” in the message area during the hitting window. Evaluate timing and horizontal centering: a well-timed, centered swing connects, while an early/late or poorly centered swing is a miss. On a successful hit, animate the batter’s attack/swing animation and send the ball into the field with a visible 3D flight arc. Randomize the result according to hit quality: single, double, triple, or home run. A single moves the batter to first and advances existing runners; a double puts the batter on second and advances runners; a triple puts the batter on third and scores existing runners; a home run scores the batter and all occupied bases and clears the bases. Make occupied bases turn yellow and spawn small matching runner characters on them. 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!” and state how many runs scored. Reset for the next pitch after a short delay. On a missed swing, increment strikes and show “Swing and miss.” Three strikes produce an out, reset the count, and show an appropriate one-out or three-outs message. If the player lets a pitch pass without swinging, call it a strike, with matching messages. After three outs in the top half, switch to the bottom half; after three outs in the bottom half, advance to the next inning, reset outs/count/bases, and continue. After nine innings, stop play and show a final score message such as “Final score: X runs after 9 innings.” In CPU mode during the bottom half, move the opponent pitcher/batter setup into the appropriate positions and let the CPU attempt to swing automatically as the pitch reaches the plate. A CPU connection can produce a single, double, or occasional home run with a visible ball flight, while a miss becomes a strike/out. In two-player mode, player 1 pitches from the bottom-half mound using Space or W: one Space press selects a fastball and two quick presses select a curveball; show “Fastball over the plate…” or “Curveball away…” as appropriate. Player 2 bats using Space, the action button, or Arrow Up, with the same timing mechanic. Keep the baseball white with a red seam, include a simple tan 3D bat near home plate that visibly swings when batting, and play character attack animations on hits and misses. Keep all controls usable on desktop keyboard and mobile pointer/touch input, with a clean responsive HUD and no scrolling.