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Wildwood Duel

  • 3d
  • first-person
  • action
  • melee
  • fantasy
  • arena
  • survival
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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. Jack Waller built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wildwood Duel yet. Play it, then tell Jack Waller what you would add next.

Make your own game

Wildwood Duel was built by Jack Waller 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 Wildwood 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 Wildwood 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 a browser-based first-person 3D melee survival game titled “Iron Circle,” using Three.js or an equivalent WebGL engine. The player is an invisible first-person character/camera positioned inside a large circular dueling arena. Use mouse look/focus and show a small pale cream crosshair at the center of the screen. Controls: WASD moves, Space jumps, Shift sprints, left mouse attacks, and number keys 1/2/3 switch between Katana, Spear, and Crossbow. Display a simple modeled first-person weapon at the lower-right: a dark leather-gripped katana with a pale metal blade, a long spear with a dark shaft and metal tip, or a compact crossbow; only the selected weapon is visible. Attacks have a short cooldown, animate the weapon with a quick swing, briefly flash the screen, and hit the closest enemy within roughly 4.2 meters and in a forward-facing cone. Katana deals 38 damage, spear 55, and crossbow 80; each enemy has 100 health. Defeated enemies disappear and award 100 Renown.

Build the arena as a broad, flat circular stone/dirt floor roughly 26 units in radius, with a darker inner circular floor and a raised-looking bronze/brown torus ring around its edge at about 13.5 units radius. Add twelve small rectangular marker plates spaced around the ring. Place four dungeon-style stone pillars outside/around the arena corners at approximately (-20,-20), (20,-20), (-20,20), and (20,20), plus four lit torches around the arena at (-12,-12), (12,-12), (-12,12), and (12,12). Use warm torch lighting near the player, cool ambient/hemisphere lighting, a warm directional key light, soft shadows, atmospheric fog, and a very dark blue-gray/brown color palette. The visual presentation should feel like a restrained, moody fantasy duel field: low-saturation stone, bronze, leather, steel, and warm orange firelight rather than bright arcade colors.

Spawn twelve hostile humanoid opponents around the ring: six armored warrior characters at positions approximately (-7,-5), (7,-6), (-9,1), (8,3), (-4,-10), and (4,-11), and six skeleton warriors at (-11,-7), (11,-4), (-10,7), (10,9), (-2,-13), and (2,13). Use animated 3D warrior and skeleton models with idle, hit-reaction, and melee attack animations. Enemies within about 8 meters face and pursue/engage the player; outside that range they make subtle wandering movement. When close, they periodically play a horizontal sword/melee attack and damage the player if within about 3.2 meters. Skeletons deal 14 damage and warriors deal 11 damage, with a brief invulnerability/damage cooldown of about 0.55 seconds. Player vitality starts at 100. On death, reduce vitality to zero, darken the screen, and change the weapon/status message to “FALLEN — REFRESH TO RISE”; there is no restart menu.

Add a fixed HTML HUD over the 3D view. Top-left: widely letter-spaced uppercase “IRON CIRCLE // DUELIST FIELD,” with cream text and a muted rust-colored separator/subtitle. Top-right, right aligned: “FOES” with the remaining count, “RENOWN” with the score, and “VITALITY” beside a narrow outlined horizontal health bar filled muted red. Bottom-left: the selected weapon name in uppercase, followed by the smaller legend “1 KATANA   2 SPEAR   3 CROSSBOW.” Bottom-right: the two-line control hint “CLICK TO FOCUS · WASD MOVE · SPACE JUMP · SHIFT SPRINT” and “LEFT CLICK ATTACK · 1/2/3 CHANGE WEAPON.” Keep the HUD minimal, with off-white/tan text, subtle shadows, and no visible menus. Start with the twelve foes counted and Renown 0; the goal is to defeat all enemies while surviving, earning 100 Renown per defeated foe. Use first-person perspective, a 70-degree field of view, fog that obscures the far edges, responsive keyboard/mouse controls, and a nearly black/dark blue-gray background consistent with the supplied screenshot.

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