Skip to content

Arcade › Flame Blade Dash

Flame Blade Dash

  • 3d
  • third-person
  • arena-rpg
  • action
  • mobile-friendly
0
Remix it Discord

3 plays

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 third-person 3D arena RPG titled “Flame Blade Dash.” Show a small armored warrior viewed from behind in an elevated over-the-shoulder camera, carrying a bright orange-red glowing flame blade. The warrior fights one large monster in a dark, smoky, lava/ash-colored circular arena: use a very dark purple-black environment with fog, a broad maroon ground disk, a glowing red-orange ring marking the quest arena, scattered dark rocks around the perimeter, occasional small orange flames, warm directional lighting, and a flickering orange point light attached to the player so the character and nearby arena remain illuminated. Use simple stylized low-poly humanoid assets: a warrior player and a red demon enemy initially; at level 20, replace the demon with a large orc enemy. Both characters should face one another, animate with idle, walking/running, sword attack, hit reaction, punch/weapon attack, and roll/run movement where available. Keep the camera centered and smoothly following the player, looking slightly ahead toward the enemy; clamp player movement to a roughly 20-by-20 arena area.

Core gameplay: the player starts at level 1 with 150/150 HP, 0 money, a Weak Blade, 9 base damage, and a First Quest Demon with 200/200 HP. Move with WASD or arrow keys; provide touch/mobile directional buttons (up, down, left, right). The enemy moves toward the player until close and attacks approximately every 1.3 seconds when in range. A normal enemy hit deals 18 plus about 1.2 times the player level damage; there is a 50% chance to dodge, reflect 8 damage, and take no damage. Enemy attacks have a 25% chance to be a flame attack that applies a burn totaling 30 damage over time. The player regenerates HP continuously according to healing rate, while the enemy slowly regenerates 1 HP every 2 seconds (2 HP at level 20+). If the player reaches zero HP, restore them to full HP near the starting area, remove 50 money, and show a defeat/respawn message.

The main goal is to kill enemies and complete quests. The player’s Attack is a close-range hit with a 2.25-unit hitbox, usable with Space or an Attack button, and should refuse with a message if too far away. Attacks have a short approximately 0.52-second rate limit and grant 7 money per hit. Each successful hit uses current effective blade damage and has a 19% critical chance; a critical hit randomly deals 2x or 3x damage. Display floating damage numbers and critical labels above the enemy, play a sword attack animation/sound, and show combat messages. Killing an enemy grants 100 total money (the implementation’s combined kill and quest reward), increments quest progress, and respawns a full-health enemy at a random nearby position. After 8 kills, reset quest progress to zero, increase level by one, grant 3 stat points, increase healing rate by 2, increase max HP by roughly 12 scaled by HP bonuses, and refill HP. The first quest enemy’s max HP is 200 + 5 for each level above 1. At level 20 and above, use the Agility Quest Orc with 630 + 5 for each level above 20 max HP.

Calculate effective damage as (base blade damage + 7 per level above level 1) multiplied by sharpness enchant multiplier and (1 + percentage blade-stat bonus). Provide a Stats toggle showing available stat points and buttons for + Blade Damage and + Max HP; each stat point gives +5% to that stat. Level 2 unlocks Ice Cube. Ice Cube is usable by E or its touch button, works within 6 units, freezes enemy movement/attacks for 1.7 seconds, has a 16-second cooldown, and displays an error if locked, cooling down, or out of range. Level 20 unlocks the Agility Blade, increases movement speed, and enables Lightning Bolt. Lightning Bolt is usable by Q or its button, has a 3-second cooldown, creates a brief cyan lightning line from player to enemy, and deals a random 100–230 damage. Dash is usable by Shift or its button, has a 5-second cooldown, heals 12 HP, rapidly moves in the current movement direction (or toward the enemy if no direction is held), and at level 20+ gets faster random extra distance; keep camera and orange player light locked to the player during the dash. Sleep Teleport has a touch button: teleport the player to a distant corner-like location, prevent normal movement for 4 seconds, reset ability cooldowns, but still allow the enemy to attack.

Add an Enchant button. It costs 300 money and rerolls both the current sharpness and one bonus enchantment. Sharpness outcomes are Sharpness 1 (50%, +7% damage), Sharpness 2 (30%, +18%), or Sharpness 3 (20%, +37%); only one sharpness result is active. Independently roll one bonus result, with the actual implementation probabilities producing no bonus, Ember, Vampire, Frost, or Thunder; only one bonus is active. Ember applies four delayed burn ticks of 3 damage after a hit, Vampire heals the player 8 HP on hit, Frost has a 30% chance to freeze the enemy for 0.9 seconds, and Thunder has a 20% chance to deal an additional 35 damage. Show the current blade, sharpness, bonus enchantment, level, HP, money, and calculated damage in a translucent HUD.

HUD and presentation: use translucent dark purple-black rounded cards with thin orange borders and blurred/shadowed backgrounds. Put the game title and stats in a top-left card, a Stats button at top-right, an enemy card showing enemy name, HP, whether the player is in range, and whether the enemy is frozen, and a quest card showing “kill 8 enemies” progress and unlock hints. Put a centered combat/log message card near the top. Along the bottom, place a dark blue directional D-pad on the left and a grid of large rounded orange-red action buttons on the right for Attack, Dash, Ice, Bolt, Enchant, and Sleep 4s. Use special cyan/blue styling for Bolt and Ice, purple styling for Enchant and Sleep. Update cooldown labels such as “Dash 5s,” “Ice L2”/remaining seconds, and “Bolt L20”/remaining seconds. Include floating combat/healing text, footsteps, sword hits, dodge, power-up, dash, lightning, and UI click feedback where supported, with audio unlocked on the first key press or tap for browser/mobile compatibility.

More free browser games

Browse the whole Arcade →