Appearance
Arcade › 검의 결투장
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about 검의 결투장 yet. Play it, then tell the creator what you would add next.
검의 결투장 was built 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 검의 결투장 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 Korean 3D third-person melee duel game titled “검의 결투장” (“Sword Arena”). Use Three.js-style real-time 3D rendering with a perspective camera following the player from behind at roughly 6.5 units distance. The player is a stylized low-poly armored knight using a Knight adventurer character model, starting at the south side of the arena (position approximately 0, 0, 5), facing a stylized Rogue/shadow swordsman enemy on the north side (approximately 0, 0, -5). The player model should be slightly oversized, with the enemy clearly readable ahead of them. Use idle animations and sword attack animations where available; turn characters toward their opponent during combat. Build a square, open stone duel arena: a large dark gray 22-by-22 floor slab with a low segmented gray stone perimeter around all four sides, bounded around x/z ±10.4. Put four tall dark wooden corner posts at approximately (-8,-8), (8,-8), (-8,8), and (8,8), each with a narrow gold-brown vertical banner/plank and a small glowing orange orb/torch above it. Keep the space otherwise empty so the duel is the focus. Use a dark navy background and atmospheric fog, soft shadows, a cool hemisphere fill light plus warm directional sunlight, and a slightly warm cinematic tone-mapped low-poly aesthetic. Shadows should be visible on the arena floor. The sole objective is to defeat the shadow swordsman by reducing their HP to zero before the knight’s HP reaches zero. Both start with 100 HP. Show a fixed HUD over the 3D view: at the upper left, a dark translucent rounded panel labeled “기사 HP” with a red-to-orange horizontal health bar; at the upper right, a matching panel labeled “그림자 검객 HP” with a light-blue-to-indigo health bar. In the upper center show the large gold title “검의 결투장.” When the player lands a skill, briefly show its Korean name in the center message area; show “승리!” on victory and “패배…” on defeat. On game over, display a centered “다시 싸우기” restart button that resets both health values, positions, and the fight state. Implement player movement with WASD through a third-person control system, bounded to the arena interior at approximately x/z ±8.8. Shift enables faster sprinting, and Space makes the player jump using gravity. Include equivalent touch controls for mobile: buttons labeled “점프” and “달리기” near the lower left. Add a bottom hint reading “WASD 이동 · Shift 달리기 · Space 점프 · 1~4 기술 사용.” On desktop, provide four bottom-center skill buttons; on small screens arrange them compactly along the lower portion while leaving room for the attack button. The four skills are: 1. “가로 베기” (horizontal slash), animation “1H_Melee_Attack_Slice_Horizontal,” 25 damage, 0.65 second cooldown, reach about 3.1 units. 2. “대각 베기” (diagonal slash), animation “1H_Melee_Attack_Slice_Diagonal,” 30 damage, 0.9 second cooldown, reach about 3.1 units. 3. “찌르기” (stab), animation “1H_Melee_Attack_Stab,” 35 damage, 1.05 second cooldown, reach about 3.1 units. 4. “회전 베기” (spin slash), animation “2H_Melee_Attack_Spin,” 45 damage, 1.35 second cooldown, reach about 3.8 units. Use number keys 1–4 to activate the corresponding moves, and also accept K as a shortcut for the horizontal slash. Do not allow another player attack during its cooldown. Trigger the matching one-shot animation, then return to idle. A large round orange-red touch attack button labeled “베기” should appear at the lower right on touch devices and activate the horizontal slash; hide that button on fine-pointer desktop devices. Skill buttons should also work by pointer/touch input. The enemy should initially wait for a short grace period of about 4 seconds (approximately 3.5 seconds after a reset), then continuously pursue the player at about 1.7 units per second. Keep the enemy facing the player and clamp it within the arena. When within about 2.4 units, the enemy attacks automatically every 1.2 seconds, dealing 10 damage to the player; no extra enemy weapon effects are needed. Add a brief bright screen flash when either side takes damage. Stop combat updates after victory or defeat, preserve the final scene, and offer restart. Keep the presentation clean and game-like with no debug overlays.