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Elementi d'Acciaio

  • 3d
  • side-scroller
  • beat-em-up
  • martial-arts
  • arcade
  • browser
  • ink
  • skill-tree
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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. Pacchio built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Elementi d'Acciaio was built by Pacchio 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 Elementi d'Acciaio 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 Elementi d'Acciaio

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.

Recreate a playable browser game titled “Elementi d’Acciaio”, an Italian side-view 3D beat-’em-up on a single horizontal lane. Use Three.js-style real-time 3D rendering with a perspective camera looking diagonally at the action from the front, centered around player height, with smooth horizontal camera follow. The scene should feel like an ink-and-parchment martial-arts scroll: a warm beige parchment background with fog, repeating vertical scroll/panel sections, dark red circular ink motifs, small glowing red seal/lantern shapes, a brown wooden/ink-like floor, and subtle evenly spaced lane marks. Use soft shadows, warm directional sunlight, ambient fill, and a muted stylized palette. The visible UI is Italian and uses a refined parchment/ink aesthetic with serif typography, thin brown borders, cream/tan translucent panels, and dark brown text.

The player is a compact blocky martial artist at the left side of the lane, built from simple geometry or a blocky humanoid model: reddish-orange tunic/body, warm skin-colored head and fist, dark belt. Keep the player grounded on the lane and allow movement only horizontally, clamped to a wide scroll arena from approximately x=-28 to x=28. Face the direction of movement. Include a short dark red brush-stroke/motion-ink effect beside the player during attacks. There are three blue-gray blocky street-fighter enemies spaced ahead around x=2, 8, and 13, each with a tan head and cyan/blue sash. Enemies steadily walk toward the player when not stunned. They have 3 HP each, briefly flash white and are stunned when hit, and disappear when defeated. If an enemy is close enough and the player is not invulnerable, it deals continuous contact damage at about 10 HP per second, with a brief invulnerability interval after each damage tick.

Core goal and loop: move toward enemies, defeat all three using punches, kicks, and dodges, collect one “Frammento” for each defeated enemy, and increase the displayed rank from 1 at one fragment to 1 + floor(fragments/4). Maintain a combo counter that increments for successful hits and gain 4 chi per successful hit, capped at 100. The player begins with 100 HP, 35 chi, zero fragments, rank 1, and combo 0. When HP reaches zero, immediately reset HP to 100, combo to 0, return the player to x=-6, and respawn/reset the three enemies at x=2, 8, and 13 with 3 HP.

Controls must support keyboard and touch buttons. A/D or left/right arrows move at about 4.6 units per second. J performs a punch with about a 0.25 second cooldown, a 2.4-unit horizontal hit range and roughly 0.5 knockback. K performs a kick with about a 0.38 second cooldown, the same close-range collision test, roughly 1-unit knockback, and a more visible attack trail. Space performs a dodge: the player lunges about 1 unit in the facing direction, becomes invulnerable for about 0.25 seconds, and gains 1 chi; if the relevant skill is unlocked, make the dodge about 1.8 units and 0.42 seconds. Attacks cannot be started during a dodge or attack cooldown. Punches normally deal 1 damage and kicks 2 damage; the initially unlocked “Pugno di Brace” adds +1 damage to every attack. Attacks affect enemies within about 2.4 horizontal units and 1.1 depth units, and only enemies not currently stunned. Do not add ranged attacks, jumping, platforms, projectiles, bosses, or extra stages.

At the top-left HUD, show the large title “ELEMENTI D’ACCIAIO”, a subtitle “PICCHIA DURO • VIA DELLE CINQUE FORZE”, a red HP bar starting full, and a teal/green Chi bar starting at 35%. At top-right show “RANGO” with a large value, “FRAMMENTI” with its value, and “COMBO” with its value. At the bottom center show the hint “A/D o ◀▶ per muoverti • J pugno • K calcio • Spazio schivata”. Along the bottom corners provide large parchment-colored touch controls: left and right arrow buttons on the left, and “PUGNO”, “CALCIO”, and “SCHIVATA” buttons on the right. Make them usable with pointer/touch input as well as keyboard.

Include a bottom/right button labeled “ALBERO DELLE ABILITÀ”. Clicking it opens an overlaid scroll-colored skills panel with the heading “Maestre e mosse” and a “CHIUDI” button. Show three themed master cards: active red “Maestra Fiamma” with text about pressure, rapid combos, and increasing damage; teal “Maestro Marea” about control, parries, and energy recovery; and brown “Maestra Pietra” about guard, stuns, and heavy blows. Beneath them show six upgrade cards with Italian names and descriptions: “Pugno di Brace” (“J infligge +1 danno e accende il colpo.”), initially unlocked; “Passo Marea” (“Schivata più lunga e recupero chi.”), cost 2 fragments; “Guardia di Pietra” (“Riduce del 20% il danno ricevuto.”), cost 2; “Calcio Tornado” (“K colpisce in arco e spinge i nemici.”), cost 3; “Respiro degli Elementi” (“Ogni 10 combo cura 8 HP.”), cost 3; and “Maestro delle Cinque Forze” (“Sblocca la mossa speciale Fiamma-Marea.”), cost 5. Unlocked cards should have a distinct teal/green state; unavailable cards should have disabled-looking buttons. Subtract fragments when purchasing. Implement the mechanics that are explicitly active in the original: Pugno di Brace adds attack damage, Passo Marea modifies dodge distance/duration and chi behavior, and Respiro degli Elementi heals 8 HP whenever combo reaches a multiple of 10; the other upgrades may remain represented in the tree without inventing additional combat effects. Close the panel with CHIUDI and pause movement/attacks while it is open.

Keep the game as a minimalist stylized prototype: simple geometric or blocky characters, no photorealism, no gratuitous particles or extra UI, strong readable silhouettes, warm parchment background, dark ink floor, red/cyan accents, and smooth responsive combat.”

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