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Arcade › Ice Clash

Ice Clash

  • 3d
  • hockey
  • arcade
  • sports
  • versus
  • 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. Dash Fiala built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ice Clash yet. Play it, then tell Dash Fiala what you would add next.

Make your own game

Ice Clash was built by Dash Fiala 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 Ice 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.

Read the build brief for Ice Clash

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.

Recreate a playable 3D arcade hockey game titled “Ice Clash.” Use a fixed, slightly elevated top-down/diagonal camera looking down the length of a rectangular ice rink, with the near/bottom end in the foreground and the far/top end in the background. The camera should sit around (0,16.5,17), look toward the rink, and have a subtle slow horizontal sway while the game is running. Render a dark navy background with soft fog and lighting, a bright glossy-white rounded rectangular rink, white side/end boards, gold/orange goal frames at both ends, faint translucent nets, red center line, blue lines near both ends, and red faceoff circles at center and in each zone. Use soft shadows and a clean stylized low-poly/ polished 3D aesthetic.

The player is a small blue hockey skater positioned in the bottom half of the rink; the CPU opponent is a matching red/pink skater restricted to the top half. Each skater should be composed of a colored cylindrical body, a peach-colored spherical head, a matching rounded helmet, a brown hockey stick with a pale blade, and a faint white circular ring on the ice beneath them. A small black cylindrical puck lies on the ice and has simple physics: it slides with velocity and drag, bounces off the side boards, and interacts with skaters through collision/repulsion.

The core loop is a 90-second period. At the beginning and after every goal, reset to a faceoff: player at the center of the bottom zone, approximately z=-8.5; CPU at the center of the top zone, approximately z=8.1; puck at center ice, stationary. The player can move only in the bottom half and the CPU only in the top half, while both can move across the rink width. Use WASD or arrow keys for movement, with acceleration, inertia/drag, and facing direction based on movement. On touch devices provide a visible mobile D-pad with up, down, left, and right buttons, plus a large circular SHOOT button at bottom right. The D-pad buttons should support hold-to-move and the shoot button should trigger a shot on press. Also support Space or K to shoot from the keyboard.

When the player is close to the puck (within roughly 2 units), Space/K or the SHOOT button fires it toward the far/top goal with strong forward velocity, aimed from the player toward the top goal. Give the player a brief shot cooldown of about 0.7 seconds and update status text to “Shot on goal.” The CPU uses simple AI: track the puck or defend its zone, remain in the top half, and shoot back toward the bottom goal when close to the puck, positioned above the center area, and facing the player’s goal. Give it the same approximate shot cooldown and show “CPU fires.” The puck should bounce at the side walls and at the end boards outside the goal mouth. If it crosses beyond the top end inside the goal width, award one point to YOU; if it crosses beyond the bottom end inside the goal width, award one point to CPU. Immediately perform a faceoff reset after scoring and show “You scored — faceoff reset” or “CPU scored — win the draw.”

Create a translucent dark glass HUD overlay near the top center with rounded corners. It must show a glowing blue dot and “YOU 0” on the left, a centered countdown clock initially reading “01:30,” and “0 CPU” with a glowing red dot on the right. Beneath that show “PERIOD 1 · FIRST TO THE BUZZER” and “SPACE / K TO SHOOT.” Show a pill-shaped status label near the bottom center above the controls; statuses include “Faceoff ready,” “Loose puck at center ice,” “Pressuring the CPU zone,” “Defend your net,” “Shot on goal,” and “CPU fires.” Keep the score and clock updated continuously, formatting the clock as MM:SS. When the timer reaches zero, stop play, show “FINAL” in the period area, and display a centered end-game overlay reading “YOU WIN,” “CPU WINS,” or “TIE GAME” based on the score, with a PLAY AGAIN button that resets the score and starts another 90-second round.

Before starting, display a centered dark translucent rounded modal over the rink with the large title “ICE CLASH,” explanatory text “Beat the goalie bot before the horn. Skate with WASD or the arrow keys, then shoot when you’re close to the puck.”, the line “On phones, use the D-pad and the SHOOT button.”, and a bright blue pill-shaped “DROP PUCK” button. The overlay should obscure much of the rink but leave the rink, HUD, and mobile controls visible behind it, matching a responsive mobile-friendly layout. The overall presentation should be polished, compact, and arcade-like, with blue player accents, red CPU accents, gold goal trim, dark navy glass UI panels, and responsive touch controls.

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