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Arcade › Hundredfold Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jax Forbes built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hundredfold Clash yet. Play it, then tell Jax Forbes what you would add next.
Hundredfold Clash was built by Jax Forbes 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 Hundredfold Clash 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 browser-based 3D real-time battle simulation titled “Hundredfold Clash.” Use Three.js or an equivalent WebGL 3D engine, filling the entire viewport with a dark warm-brown/orange battlefield and a top-down, slightly angled perspective camera. The camera should begin around (0,22,34), looking toward the center of the arena, with orbit controls: drag to orbit horizontally/vertically, disable panning, allow wheel zoom from a fairly close view to a wide battlefield view, and limit the polar angle so the scene remains an oblique overhead view. Build a large sandy square ground plane in muted ochre brown. In its center, place a raised circular battle arena about 18 units in radius, colored lighter golden sand, with a dark brown torus border and a narrow dark center line running across it. Add simple environmental dressing: six pairs of tall low-poly brown posts along the left and right outer edges, two small gold flagpoles with rectangular flags (blue at the left/back side and red at the right/front side), and several scattered faceted dark-brown rocks around the arena. Use soft warm sunlight, ambient hemispheric lighting, shadows, subtle blue rim lighting, rough low-poly materials, and warm atmospheric fog/background so the overall look is stylized, toy-like, and sunlit. The core simulation is an auto-battle between exactly 100 blue Knights and exactly 100 red Spartans. Arrange each army initially in a compact 10-by-10 formation on opposite sides of the center line: Knights start at the left side around x=-13 and face right; Spartans start at x=13 and face left. Space the rows/columns so the formations appear as long diagonal-looking ranks from the camera’s perspective. Every unit is a small stylized low-poly humanoid assembled from simple primitives: capsule body, spherical head, partial dome helmet, octagonal shield, narrow spear, and team-specific details. Knights use bright blue bodies/shields, dark navy helmets and capes, skin-colored heads, gold spear/crest details, and a gold plume; Spartans use red bodies/shields, dark maroon helmets, skin-colored heads, gold spear tips, and a dark red crest. Give the armies clearly contrasting blue and red silhouettes. When the user clicks the arena/canvas, start the battle. Before starting, show the centered message “CLICK THE ARENA TO START.” Once running, both lines automatically advance toward the center. Knights advance toward x approximately -1.05 and Spartans toward x approximately +1.05, with slightly varied individual speeds, small sinusoidal side-to-side z motion, and subtle shaking/rotation while engaged. Units stop advancing when they reach the opposing battle front and begin fighting when within roughly 1.15 units of it. Each engaged unit accumulates hit time and is logically defeated after about 1.5–2.4 seconds, with the defeated side’s count decreasing. The simulation timer increments in seconds and the battle ends when either logical army count reaches zero; stop the simulation and display “KNIGHTS WIN” if any Knights remain, otherwise “SPARTANS WIN.” Preserve the simple simulation feel rather than adding player attacks, abilities, projectiles, pathfinding, or extra game modes. Reset should restore both counts to 100, timer to 0.0 seconds, restore all formations and unit state, stop the simulation, and show the click-to-start message again. (If using instancing, the scene may leave the defeated unit meshes visually present as static remnants while the logical counts decrease, matching the simple implementation.) Add a fixed HUD over the canvas. In the upper-left, place a rounded translucent near-black panel with a slight blur and shadow. It must show the gold uppercase title “HUNDREDFOLD CLASH,” the subtitle “Knights vs Spartans · 3D arena clash,” then rows for blue “Knights” with a bold count, red “Spartans” with a bold count, and “Battle time” with a bold timer such as “0.0s.” At the top center, show the current state message in bold white with a dark shadow. At the upper-right, place a prominent rounded orange “Restart” button; clicking it must not also start the battle. At the bottom center, show the low-opacity hint “Drag to orbit · wheel to zoom · click the arena to start.” Keep the UI responsive to window resizing and render with antialiasing, high-DPI support, shadows, and filmic/warm color handling.