Arcade › EVOLUTION: Combat
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EVOLUTION: Combat was built by Luciano Faria 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 EVOLUTION: Combat 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.
Rebuild a mobile-first third-person 3D melee combat game titled "EVOLUTION: Combat". Use a full-screen WebGL/Three.js-style scene with a behind-the-player perspective camera (65-degree perspective), camera following the player and allowing third-person movement/orbit through the touch controls; support desktop keyboard as a fallback. The visual style is a very dark, low-poly/prototype training arena: muted deep-green background and fog, flat dark olive-green ground, a simple rectangular training area bounded by two narrow side walls and a back wall, soft directional sunlight, ambient hemisphere light, and visible cast shadows. Use an animated humanoid character model for the player and enemies, and a simple KayKit-style training dummy prop. The screenshot should read as a dark arena with the black humanoid centered in the middle distance, a shadow on the ground, and the training dummy ahead of the player; the code uses the Quaternius BaseCharacter.glb for animated humanoids and Dummy_Base.glb for the dummy, with Idle, Walk/Run, Punch, Roll, SwordSlash, and Death animations where available. Core loop: begin with the player at (0,0,-4), full health 100/100, level 1, and XP 0/100. Spawn a static training dummy at (0,0,5) with 80 health, then after about 2.8 seconds spawn the first enemy around (4,6). The first tutorial overlay says in Portuguese "Ataque o Boneco de Treinamento." When the dummy is damaged it advances to "Tente algo diferente." and later the combat progression message is "Ótimo! Agora experimente em inimigos reais." Show these as temporary centered black translucent rounded speech/tutorial boxes near the top of the play area. The immediate goal is to attack the dummy, learn different attacks, gain XP, unlock skills, and then fight continuously spawning enemies. Combat is directional and short-range. The player can attack only when the target is within about 3 units and in front of the player (dummy range 3.2, dot-product facing threshold about 0.55; enemies range 3.0 and threshold 0.5). Attacks have a 0.65-second cooldown and anti-spam timing. Add two circular attack buttons on the lower-right: a left-pointing hand button for the left attack and a fist button for the right attack. A crouch button with a kneeling emoji is on the lower-left and toggles crouching; crouching lowers the player model visually and changes a subsequent left/right attack into a low sweep/"Rasteira" when that skill is unlocked. Add a larger gold-outlined circular special button below the attacks, initially labeled with a lightning icon and later the first word of the selected favorite skill. It triggers the currently selected discovered skill. Also add a small clipboard/inventory button near the lower-left, which opens the skills modal. On desktop, support Space to toggle crouch, Q for left attack, E for right attack, R for special, and I for inventory. Available skills are all in the Combat category and should be represented in the inventory modal in Portuguese: "Soco Direito" (right punch, discovered initially), "Soco Esquerdo" (left punch, discovered initially), "Rasteira" (sweep, initially undiscovered), "Soco Pesado" (heavy punch, initially undiscovered), and "Investida" (charge, initially undiscovered). The favorite skill starts as Soco Direito. The two initial attacks do 9 damage to the dummy and 10 to enemies. Rasteira does 14 to the dummy and 13 to enemies, heavy punch does 17 to the dummy and 19 to enemies; use Punch animation for normal punches, Roll for the sweep, and SwordSlash for heavy attacks. Running while punching can discover Investida. Repeated crouched/low use can discover Rasteira when it connects, and repeated high attacks (or an even-level progression event) can discover Soco Pesado. When a skill unlocks, show a bottom-center green toast reading "DESBLOQUEOU: [SKILL NAME]" for roughly two seconds, auto-select Rasteira or Soco Pesado when those unlock, refresh the special button, and expose unlocked skills in the modal. In the modal show only discovered skills, each with its level (initially Lv1) and a "Set as ⚡" button; selecting it changes the favorite special skill. Include a FECHAR button to close the dark overlay modal. On a successful hit, slightly scale the dummy up briefly, give enemies a small hit reaction, add a subtle camera bump/shake, and award 6 XP per dummy hit, 12 XP per enemy hit, plus 28 XP when an enemy dies. XP fills the yellow/gold progress bar. At 100 XP, level up, carry over excess XP, increase the next XP requirement by multiplying it by 1.35, increase max health by 12, heal 18 (not above max), and potentially unlock Soco Pesado on even-numbered levels. The special Rasteira also knocks nearby enemies back slightly. Enemies use the same humanoid animation model and spawn with 55/55 health, either basic or defensive type. They approach the player at roughly 4.2 units/second until within 2.4 units, face the player, and attack about every 1.1 seconds. Basic enemies deal 11 damage; defensive enemies deal 7 and, once the player has used many punches, back away/stay farther out. Defensive enemies reduce incoming punch damage after heavy punch usage; basic enemies become resistant to repeated sweeps. On death, play a Death animation, remove the enemy after about 1.1 seconds, and keep spawning another enemy near the rear of the arena once the tutorial reaches the real-enemy stage. When the player's health reaches zero, reset health, return the player to the initial position, subtract 25 XP without going below zero, clear enemies, and respawn two enemies after a short delay. HUD must be overlaid above the canvas and optimized for portrait mobile. At the top-left, show a dark translucent rounded panel with a red heart icon, red text "100/100" (updating with current/max health), and a red horizontal health bar. At the top-right, show a matching panel with yellow text "XP 0/100" and a yellow progress bar. Use pointer-events so only controls are interactive. Buttons are dark translucent circles with gray borders and pressed scaling feedback; the special button has a brownish background, gold border, gold text, and is dimmed/disabled until its favorite skill is discovered. Keep the UI in Portuguese for tutorials, skill names, modal labels, and unlock messages. Preserve the restrained green/black/gold/red color palette and foggy, shadowed training-ground atmosphere.