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Divine Clash

  • 3d
  • turn-based
  • squad-battler
  • fantasy
  • mobile
  • strategy
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. sami shahzad built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Divine Clash yet. Play it, then tell sami shahzad what you would add next.

Make your own game

Divine Clash was built by sami shahzad 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 Divine 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.

Read the build brief for Divine Clash

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 mobile-friendly and desktop-friendly 3D turn-based squad battler titled “Divine Clash.” Present it as a dark, polished fantasy UI wrapped around a Three.js-style 3D arena. The setting is a floating sky temple at night: a large circular blue stone platform, three concentric gold rings on the floor, fourteen faint cyan rune marks around the perimeter, eight pale broken-cloud pillars outside the platform, and a deep navy star-filled background with fog. Use a slightly elevated perspective camera looking toward the center of the arena; show three player gods on the left and three rival gods on the right, with the whole arena and characters visible. Use animated humanoid RPG-style 3D character models with idle, attack, spell, hit, and death animation states. Give every unit a colored glowing aura ring at its feet and a smaller rotating halo near its head. Float a dark nameplate above each unit containing its name and a green HP bar with current/max HP.

The player team is three original gods: Astra, the Dawn Oracle, a light cleric with a gold aura, 118 max HP, 22 attack, starting at 35 energy, and the skill “Solar Verdict”; Kael, the Storm Blade, a cyan-aura warrior tank with 142 max HP, 27 attack, starting at 20 energy, and “Thunder Cleave”; and Nyra, the Moon Trickster, a purple-aura rogue assassin with 96 max HP, 32 attack, starting at 55 energy, and “Eclipse Daggers.” Place them on the left in a three-position formation. The enemy team is Mord, the Ember Tyrant, a red/orange warrior boss with 156 max HP, 25 attack, starting at 25 energy, and “Ashen Breaker”; Selka, the Mist Seer, a turquoise cleric support with 104 max HP, 20 attack, starting at 45 energy, and “Tide Curse”; and Vex, the Night Fang, a pink rogue assassin with 102 max HP, 30 attack, starting at 50 energy, and “Shadow Pounce.” Place them on the right facing the player team.

Use a sequential turn system. At the top, show a rounded status pill reading “Wave 1 · Round 1,” plus a turn status such as the active god’s turn, “Enemy pantheon moves,” or “Cinematic action…”. At the bottom, show three ally cards for Astra, Kael, and Nyra with their names, titles, HP bars, and energy bars; indicate the active card and visually mark defeated cards. Show large rounded action buttons labeled “Strike,” “Divine Skill,” and “Auto.” The Divine Skill button displays the active skill name and its energy percentage, and remains disabled until the active unit has 100 energy. Include a target hint that appears after choosing an action, instructing the player to tap an enemy. The controls are pointer/touch based: choose Strike or Divine Skill, then tap/click a living enemy model. The Auto toggle changes to “Auto: On” and automatically chooses the player’s lowest-HP enemy target, using a Divine Skill whenever the active hero has 100 energy. Turns progress through the player units in order, then the enemy units in order; defeated units are skipped. Enemy turns happen automatically, target the living player with the lowest HP percentage, and use a skill when fully charged or sometimes randomly.

A basic Strike makes the active unit perform a weapon attack, rush briefly toward the target, deal its attack value plus a small random amount of damage, flash and shake the target, create colored burst particles and floating damage text, then return to position. Basic attacks add 36 energy to the attacker, capped at 100. Taking damage adds 18 energy to the damaged unit, capped at 100. Divine Skills consume 100 energy and use cinematic camera movement, attack/spell animations, glowing effects, beams, lightning, or multi-hit dagger motion. Astra’s Solar Verdict fires a gold beam at one target for 42 damage and heals every living player god for 20 HP. Kael’s Thunder Cleave strikes one target for 48 damage with a cyan lightning effect and deals 10 splash damage to every other living enemy. Nyra’s Eclipse Daggers rushes to the target three times and deals 58 total damage split across three hits. Enemy skills should match their named identities: Mord uses a lightning-like Ashen Breaker for 46 damage, Selka uses a beam-like Tide Curse for 34 damage and heals living allies for 12, and Vex uses a three-hit Shadow Pounce for 43 total damage. Damage is reduced by any shield value if present, but no active shield-creating skill is shown; keep the shield system dormant unless otherwise needed. Show floating “-damage” and “+healing” numbers, additive colored hit sparks, brief target scale/flash reactions, and a short cinematic camera punch for special moves.

Add a bark/dialogue system in a dark rounded dialogue box showing speaker name and title plus a short line. On battle start, show a team rally line. Selecting a player hero can show one of that hero’s short banter lines. Attacks show matchup bark lines, including special rivalry lines such as Astra versus Selka, Kael versus Mord, and Nyra versus Vex, with generic dramatic fallback lines for other matchups. Defeated gods play a death animation, fade/sink slightly, emit white particles, and speak a short defeat line. When all enemies are defeated, show a prominent “Victory” end overlay and the text “Your pantheon wins the sky temple duel.” When all player gods are defeated, show “Defeat” and “The rival gods claim the temple,” with a restart button. The initial state should be a full-screen start overlay with the large gold serif title “Divine Clash,” subtitle “Turn-based god squad battles with team banter, ultimates, and cinematic attacks,” a large gold/orange “Begin Battle” button, and the instruction “Tap a hero, pick an action, then tap an enemy.” Use a premium dark navy, gold, pale blue, and luminous neon accent palette, rounded translucent panels, large touch targets, and a dramatic but readable mobile HUD.

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