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Flame Blade Dash

  • 3d
  • action-rpg
  • arena
  • hack-and-slash
  • progression
  • mobile-friendly
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. Tyler Ellison built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Flame Blade Dash yet. Play it, then tell Tyler Ellison what you would add next.

Make your own game

Flame Blade Dash was built by Tyler Ellison 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 Flame Blade Dash 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 Flame Blade Dash

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 third-person arena action RPG called “Flame Blade Dash.” Use a dark ember-fantasy presentation: the world background is deep burgundy/near-black with fog, a circular dark-maroon arena floor about 9 units across, and a ring of roughly 18 short glowing orange-red ember pillars around the edge. Light the scene warmly with orange/pink ambient and directional lighting, soft shadows, and a slight atmospheric haze. Use a perspective camera positioned high behind the player, looking toward the arena center; smoothly follow the player as they move. The player is a small stylized blue-armored warrior with a skin-colored head and a sword held at their right side. The enemy is a large cute animated red demon/monster positioned several units in front of the player; use an animated demon-like 3D model if available, or a red capsule-bodied demon with two dark horns as a fallback. The player and enemy face one another and turn toward movement/opponents.

Core loop: the player fights the current quest enemy in the arena. The first and subsequent enemies have 240 base max HP, with enemy max HP increasing by 25 for each player level (at level 20 and beyond use a 760 base plus the level scaling). The enemy slowly regenerates HP (0.75 per second initially, increasing slightly by level; at level 20 use 1.25/sec), attacks on a timer roughly every 1.35 seconds initially and faster as level rises, and attacks even while the player is sleeping. When below half HP the enemy is enraged and attacks about 28% faster. Defeat 8 enemies to complete the quest, reset quest progress to 0, gain one level, gain 3 unspent stat points, and receive an additional 50 money; every enemy kill also grants 50 money. Each ordinary blade attack grants 7 money. On quest completion fully restore the player and reset ability cooldowns. Continue spawning the next enemy after a short delay.

Combat and movement: WASD or arrow keys move the player around the arena, clamped inside its circular boundary. J or Space attacks, with a 0.55 second attack cooldown and a visible quick sword swing. Starting Weak Blade base damage is 9, and each player level adds 7 damage; attacks have a 19% critical chance, with a critical randomly doing double or triple damage. The enemy attacks back for level-scaled direct damage (24 initially, +4 per level before level 20; at level 20 use 55 and scale beyond that). The player has a 50% chance to dodge each enemy attack; a successful dodge reflects 8 damage to the enemy and shows a DODGE notification. Enemy attacks have a 33% chance to be Flame Attack, or 42% when enraged; Flame Attack applies 40 damage over time normally or 48 enraged, delivered as 1 damage every 0.2 seconds. The player passively regenerates 2 HP/sec initially, plus 2 HP/sec per player level, subject to healing stat bonuses. Start with 120 max HP. If HP reaches zero, show a fainted state, then recover after about 1.8 seconds at 75% max HP and return to the starting arena position.

Abilities and progression: Shift performs a dash on a 5 second cooldown, instantly moving in the current movement direction (or forward if no direction is held), healing 12 HP and showing “Dash +12 HP.” During the short dash window movement is boosted. At level 2, unlock Ice Cube: F key or the Ice button freezes the enemy for 1.7 seconds and has a 16 second cooldown; while frozen, the enemy cannot attack. At level 20, automatically unlock, own, and equip the free Agility Blade and enable Lightning Bolt. The Agility Blade has 55 base damage, makes dashes much faster with a small random speed boost, and enables L or Bolt: Lightning Bolt has an 8 second cooldown, deals random damage from 100 through 230, and displays a brief jagged yellow lightning line from player to enemy. Teleport Sleep is activated by T or Sleep: move the player to a back-left area of the arena, make them sleep for 4 seconds, and reset attack/dash/ice/bolt cooldowns, but do not disable enemy attacks. Show large temporary combat notifications such as “TRIPLE CRIT,” “FROZEN,” “BURNING,” “ENRAGED BURN,” “DODGE,” “FIRE BURST,” “STORM SPARK,” and the bolt damage.

Blade progression and economy: include a Shop button or B key opening a modal. Blades can be bought once and equipped later. Weak Blade is the free starter (9 base damage, no perk). Flame Blade requires level 3 and costs 900, has 17 base damage and a 25% chance per hit to add a separate +15 fire burst. Ember Greatblade requires level 6 and costs 1800, has 26 base damage and grants +10 max HP while equipped. Storm Blade requires level 10 and costs 3500, has 38 base damage and a 10% chance to add +40 storm spark damage with a brief lightning effect. Agility Blade requires level 20, costs 0, has 55 base damage and unlocks the faster dash and Lightning Bolt. Keep the currently selected blade’s base damage plus level scaling, stat bonuses, and enchant bonuses.

Add an Enchant button or E key. It costs 300 money per reroll and replaces the one active sharpness enchant. Randomly select Sharpness 1 (+7% damage, 50% probability), Sharpness 2 (+18%, 30%), or Sharpness 3 (+37%, 20%), then display the result in the HUD and combat log. Add a Stats button or P key opening a modal. Every level supplies 3 points; each point can be assigned to Blade Damage, Max HP, or Healing, each providing +5% to that category. Max HP stat upgrades immediately increase max health and grant the corresponding extra current health.

HUD/UI: overlay the 3D scene with translucent nearly black-purple rounded panels outlined in subtle orange. At top-left/top area show the orange-gold “FLAME BLADE DASH” title in a bold futuristic/Orbitron-like font and three horizontal rounded bars: green/yellow player HP with text such as “120/120,” red/orange enemy HP with its current/max value, and blue/purple quest progress showing kills out of 8. Beside it show a compact status panel with Level, money, equipped blade, calculated Damage, Enchant, unspent Points, Regen per second, and cooldown states for Dash, Ice, and Bolt. Include a lower-left scrolling combat log with the latest several messages. Center-screen show fading large glowing toast notifications for crits, abilities, damage, level-ups, and rewards.

At the bottom provide mobile-friendly controls in the same dark translucent style: a four-button directional pad (up, left, down, right) on the lower left, and action buttons on the lower right for Attack (orange/red), Dash (green), Ice (cyan/blue, disabled before level 2), Bolt (yellow/orange, disabled before level 20), Enchant, Shop, Stats, and Sleep (purple/blue). Buttons should be usable with pointer/touch input as well as keyboard controls. Use responsive layout so the top bars stack and the action buttons wrap on narrow screens. Include a modal overlay for Stats and Blade Shop with close button; the shop lists each blade, base damage, perk, level requirement, price, and whether it is owned/equipped. Add simple sword-hit and critical-hit sound effects if available, plus visual hurt flashes on player/enemy when damaged.

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