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Arcade › Dummy Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eric Gabel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dummy Clash yet. Play it, then tell Eric Gabel what you would add next.
Dummy Clash was built by Eric Gabel 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 Dummy 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.
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 arena brawler titled “Dummy Clash.” Use Three.js-style low-poly/stylized 3D rendering with a warm, dark training-ground presentation: a large circular compact arena with a brown/tan cylindrical floor platform, raised rim, and 16 evenly spaced dark wooden posts around the perimeter. Use soft shadows, warm directional and hemispheric lighting, subtle dark brown fog, and an elevated third-person camera positioned diagonally behind and to the right of the player, smoothly following the player and looking toward the player’s upper body. Keep a small “+” crosshair at screen center on desktop. The player is Dummy Thirteen, a simple wooden training dummy made from primitive shapes: tapered cylindrical torso, spherical head, small projecting nose, capsule-like arms and legs, and a belt ring. Give the player a bright blue accent color on the nose, belt, and weapon guard. Start the player at the arena center with 100 health, zero armor, and a visible “Rusty Sword”; the sword is a simple blade/guard/grip model attached to the right side. The player moves at approximately 4.8 units/second, is constrained inside the circular arena, turns to face movement, and has basic alternating leg/arm walk animation. Attacks are short forward melee swings, with a visible right-arm swing animation and a cooldown of about 0.42 seconds. The rusty sword starts at 16 damage and about 2 units of reach; only targets in front of the player and within reach can be hit. Place exactly five hostile dummy fighters around the arena, initially near (-6,-4), (6,-5), (-5,6), (5,5), and (0,8) in the arena’s X/Z plane. They use the same wooden dummy construction but with red/orange accents on their noses and belts. Each enemy has 55 health, moves at approximately 3.1 units/second, roams with occasional random directions when far away, and chases the player when within about 8.5 units. They perform forward melee attacks when close: ordinary enemies deal 9 damage with about 1.85 units of range and a 0.9-second cooldown. The last three enemies (the ones at the third, fourth, and fifth listed positions) carry visible swords and deal 13 damage with about 2.3 units of range. The fifth enemy also starts with visible blue armor and 20 armor points. Enemies should avoid overlapping one another and the player through simple crowd-pushing, and dead dummies should remain visible lying/tilted on the ground. Implement health and armor damage handling: armor absorbs incoming damage first, armor disappears when depleted, then health is reduced. The player loses when health reaches zero; show the dead-player state and a centered/visible message like “Dummy Thirteen fell — press R to restart.” Enemies award 100 score each when defeated. The player wins after all five enemies are defeated; show a message like “You won — press R or tap RESTART to fight again.” Include simple attack, hit, pickup, and victory/defeat sounds using Tone.js or equivalent synthesized tones, but keep sound secondary to the gameplay. Add four floating pickups distributed around the arena: armor at approximately (-9,1) and (2,-9), and swords at approximately (9,-1) and (-2,9). Each pickup sits on a small glowing gold circular base, slowly rotates, and bobs vertically. Swords are visibly modeled as blade/guard/grip objects; armor is a bright blue blocky chest piece. When the player comes within about 1.45 units, automatically collect the pickup. A sword pickup equips the sword, changes the weapon display to “Steel Sword,” increases attack damage by 8 up to a maximum of 40, and increases attack range by 0.28 up to 3.2. Armor equips the blue chest piece and adds 30 armor points, capped at 80. Defeated enemies have a chance to drop an armor or sword pickup at their death position. Use a clean translucent dark-brown HUD panel in the upper-left with rounded corners and light cream text. It must display the title “Dummy Clash,” then live lines for “Health,” “Armor,” “Weapon,” “Score,” and “Enemies Left.” Start with values equivalent to Health: 100, Armor: 0, Weapon: Rusty Sword, Score: 0, Enemies Left: 5. Below the stats show contextual instructional/pickup/end-state text. On desktop, support WASD and arrow keys for movement, Space or left mouse click for attack, and R to restart after win/lose. On mobile/touch layouts, show a translucent circular joystick at bottom-left for movement plus bottom-right ATTACK and RESTART buttons; hide the mobile controls on wide desktop screens. The RESTART control should reload/reset the match and only matter after a terminal state. Preserve the warm brown arena, cream HUD, blue player equipment, red enemy accents, glowing gold pickup bases, and simple primitive low-poly visual style.