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Hex Duel

  • turn-based
  • arena
  • duel
  • fantasy
  • 3d
  • arcade
  • strategy
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. Minerdiamond built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Hex Duel was built by Minerdiamond 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 Hex Duel 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 Hex Duel

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 “Hex Duel,” a single-player turn-based combat game presented as a dark neon 3D diorama. The player fights a sequence of randomly selected enemies for up to 10 rounds, choosing one action per player turn and then waiting for the enemy’s simple AI response. The goal is to defeat each enemy, preserve HP and energy, and avoid letting the current enemy’s stacking signature debuff reach its cap. If HP reaches zero, show Game Over; if a debuff reaches its cap, show a themed enemy-specific defeat screen; after clearing round 10, show Victory. Include a Restart button and allow R to restart after victory or defeat.

Use a fixed, slightly elevated perspective camera looking at a circular dark arena floor, with subtle fog, soft lighting, a faint cyan rune ring, light camera sway, idle bobbing/rotation, hit camera shake, brief flashes, and squash/stretch hit reactions. The player is a glowing cyan-blue faceted octahedron crystal hovering above a short dark cylindrical pedestal on the left side of the ring. The enemy is on a matching pedestal on the right, with a colored stylized mesh and a faint colored aura ring. Enemy visuals change by type: Slime is a mint-green sphere, Goblin is a lime-green cone, Skeleton is a pale/white torus-knot, Orc is an orange box/cube, and Void Mage is a purple subdivided octahedron. Keep the aesthetic minimal, futuristic, dark navy/black, with luminous colored meshes and rounded translucent UI panels.

At the top, display two large rounded dark panels. The left panel is labeled PLAYER and shows an HP bar and numeric HP such as 100/100, an ENERGY bar and numeric energy such as 3/3, plus a status line. The right panel displays the enemy name in uppercase, its HP bar and numeric HP, its status line, and “Round N.” Status text should show active effects such as Guard(1), Poison(stacks), Bleed(stacks), Curse(stacks), Fracture(stacks), Doom(stacks), and enemy Block(1) or Rage(1), separated by bullets; show an em dash when empty. Near the lower middle, put a bordered combat log with scrolling messages such as “A new duel begins,” enemy arrival, turn prompts, damage, healing, blocks, and debuff notifications. Along the bottom provide four large action buttons: Attack with keyboard badge A, Defend with D, Heal with H, and Special with S. Include a small hint that clicking enables audio and lists the keyboard controls. Disable buttons when it is not the player’s turn; disable Heal at full HP or below 1 energy, and Special below 2 energy.

Player starts every run with 100/100 HP and 3/3 energy. Attack costs no energy and deals a random 10–16 damage. Defend costs no energy and grants Guard for one enemy hit; Guard reduces non-piercing incoming damage to 40% (60% reduction), with a minimum of 1 damage. Heal costs 1 energy and restores a random 14–22 HP, capped at max HP. Special costs 2 energy and deals a random 22–34 damage, with a 14% chance to multiply the damage by 1.6 and round it. Energy regenerates by 1 after each completed player turn, capped at 3, except a Goblin feint can make the next regeneration be skipped. After a player action, reduce all player debuff stacks by 2 for Defend, 3 for Heal, or 1 for Attack/Special. At the start of a player turn, existing Poison deals damage equal to its current stack count before the action; check for death afterward.

Enemies scale each round: enemy max HP is multiplied by 1 + 0.12*(round-1), and attack minimum/maximum are multiplied by 1 + 0.10*(round-1), rounding values. Choose from the five enemy templates, with selection mildly weighted toward earlier/simple enemies in early rounds. Slime starts at 42 HP and attacks for 6–10; its AI often uses Splat, dealing 4–7 damage and adding 2 Poison, especially while Poison is below its cap. Poison caps at 8. Goblin starts at 52 HP and attacks for 7–12; it can land an 18% critical attack for 1.5x damage, and often uses Feint, dealing 5–8 damage, adding 2 Bleed, and skipping the player’s next energy regeneration. Bleed caps at 6. Skeleton starts at 64 HP and attacks for 7–11; it frequently raises Block for the next incoming player hit and this action also adds 1 Curse. Its ordinary attacks have a 30% chance to add 1 Curse. Curse caps at 5. Orc starts at 78 HP and attacks for 9–15; it frequently prepares Rage, then its next attack is multiplied by 1.45 and adds 1 Fracture. Fracture caps at 4. Void Mage starts at 58 HP and attacks for 6–12; it often casts Zap, dealing 10–14 damage that pierces Guard and adding 1 Doom, especially when the player is guarding. Doom caps at 3.

Enemy Block lasts for one player hit and changes incoming damage to max(1, round(damage*0.55)); consume it when hit. Enemy Rage lasts until its next attack, then is consumed and amplifies that attack. The enemy AI should choose between its normal attack and its signature action according to the described stack-aware priorities, and turns should visibly log each action. At the start of an enemy turn, apply any relevant Poison tick to the enemy if present, then resolve the AI action. After the enemy action, if the player survives and no debuff cap has been reached, return to the player turn. On victory over an enemy, log its collapse, advance the round, reduce all debuffs by 1, clear Guard, grant +1 immediate energy, and heal a random 4–10 HP. Spawn the next enemy with a fresh enemy status. After round 10 is defeated, end with the Victory overlay text indicating 10 rounds cleared.

Use small synthesized sound effects, initialized by the first click or keypress: a membrane-like hit blip for attacks, a triangle synth for healing, an FM synth for Special/Zap/Rage, and a metallic block sound for Guard, enemy Block, and Defend. Keep combat timing snappy with short pauses for animation. The overall presentation should match a polished compact browser game: responsive full-screen canvas, readable pale lavender text, cyan/blue player accents, enemy-colored HP fills or effects, and no extra menus or features beyond this duel loop.

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