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Ironbound Duel

  • 2d
  • turn-based
  • tactical
  • duel
  • arcade
  • mobile
  • canvas
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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. Mario Blanco built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ironbound Duel yet. Play it, then tell Mario Blanco what you would add next.

Make your own game

Ironbound Duel was built by Mario Blanco 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 Ironbound 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 Ironbound 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 responsive, portrait-friendly 2D canvas game titled “Ironbound Duel,” with all visible UI text in Spanish. It is a turn-based tactical duel presented as a compact mobile combat simulator, using a dark navy-to-black vertical gradient background, muted blue-gray panels with thin blue-gray outlines and rounded corners, warm gold highlights, and restrained red/green/blue/purple accents. Add a subtle translucent gold circular arena motif behind the menu: a large faint filled circle in the upper-middle background and a faint partial arc below it. Use clean bold system sans-serif typography.

The game has three screens: menu, fight, and result. Keep the whole experience on one responsive canvas sized to the viewport, with no scrolling. At the top of every screen draw a header: left title and right subtitle, separated by a horizontal line. On the menu, show “IRONBOUND DUEL” at upper left and “SIMULACIÓN DE COMBATE” at upper right. Center a large gold title “EL CÍRCULO DE ACERO,” followed by the description “Un duelo táctico por rondas. Lee al rival, administra tu energía y encuentra el momento para atacar.” Below it, show a rounded information panel with crossed-swords styling and “4 acciones” / “ataca, bloquea o engaña,” plus a diamond icon and “5 rondas” / “vence por vida o puntos.” Near the lower middle place a large gold-outlined rounded button labeled “ENTRAR AL CÍRCULO” with sublabel “Comenzar duelo.” At the bottom say “Toca una acción en cada ronda · También puedes usar 1–4.” Clicking/tapping the button, or pressing Enter, starts the duel.

The fight screen header reads “EL CÍRCULO DE ACERO” and shows “RONDA 1 / 5” (updating through the duel). Under it, place two equal rounded fighter cards side by side with a small “VS” between them. The left fighter is Aldric, labeled “CABALLERO”; the right is Veyra, labeled “RIVAL.” Each card has a simple stylized circular fighter portrait: a colored circular body/head with a dark helmet-like geometric shape and a gold diagonal weapon stroke. Aldric uses blue tones, Veyra uses burgundy/red tones. Each card displays current HP as “value / 100,” a horizontal health bar (green for Aldric, red for Veyra), current “Energía” with a gold energy bar, and a blue shield number when guard is active. Status labels such as “GUARDIA” or “FINTA” appear in gold beneath the portrait when applicable.

Initialize Aldric with 100 HP, 55/100 energy, and no guard; initialize Veyra with 100 HP, 48/100 energy, and no guard. Below the cards, show a rounded “REGISTRO” panel containing the most recent up to three combat log messages, newest first, prefixed by a chevron. Initially log “Elige una acción para comenzar el duelo.” Under it show “ELIGE TU ACCIÓN” and a 2-by-2 grid of four rounded action buttons. Each button has a bold action name, a smaller hint and cost, and a distinct accent outline: “Tajo” / “Daño alto” / “18 energía” in red; “Guardia” / “Bloquea + energía” / “gratis” in blue; “Finta” / “Evade y contraataca” / “12 energía” in purple; “Estocada” / “Daño preciso” / “10 energía” in gold. Disable and visually dim buttons when the player lacks the required energy or while an action is resolving. At the bottom show “1 Tajo   2 Guardia   3 Finta   4 Estocada.” Actions can be selected by pointer/touch or number keys 1–4.

Implement exactly one player action followed by an automatically chosen enemy action each round, with a short approximately 430 ms delay between them. The player cannot act while resolving. Tajo spends 18 energy and deals random 18–27 damage to Veyra, reduced by Veyra’s guard. Guardia is free, sets Aldric’s guard to 24, and restores 24 energy (clamped to 100). Finta spends 12 energy, deals random 8–15 damage, restores 5 energy, sets Aldric’s status to “FINTA,” and gives Aldric 15 guard. Estocada spends 10 energy, deals random 13–21 damage, and restores 8 energy. Damage first consumes target guard, then reduces HP; display log messages including actual damage and blocked amounts when relevant. Add small colored square-particle bursts near the affected fighter when an attack or guard action occurs.

After the player move, choose Veyra’s action with this AI behavior: if Veyra has under 35 HP, at least 12 energy, and a random roll under .35, use Finta; otherwise if energy is under 18 or the random roll is under .25, use Guardia; otherwise if the roll is under .55, use Estocada; otherwise use Tajo. At the start of Veyra’s turn restore 7 energy. Veyra’s Guardia sets guard to 22 and restores an additional 18 energy; Veyra’s Tajo deals random 15–24 damage; Veyra’s Estocada deals random 12–20 damage; Veyra’s Finta deals random 7–14 damage and sets Veyra’s guard to 14. Enemy damage is reduced by Aldric’s guard in the same way. Log Spanish messages such as “Aldric levanta el escudo y recupera energía.”, “Tajo golpea por X.”, “Estocada precisa: X de daño y +8 energía.”, “Finta: X de daño. Aldric queda listo para esquivar.”, “Veyra adopta una guardia cerrada y recupera energía.”, and “Veyra usa [acción]: X de daño.” Clear both status labels after the enemy turn.

Advance the round after Veyra acts. If either fighter reaches zero HP, immediately end the duel and determine the winner by the surviving fighter. Otherwise continue until five rounds have been played; at that point determine victory by comparing remaining HP, with Aldric winning ties. Show the result screen with header “DUELO TERMINADO” and “RESULTADO,” a large centered gold “VICTORIA” or red “DERROTA,” and a subtitle: “El círculo reconoce tu temple.” on victory or “Veyra domina el ritmo del combate.” on defeat. Include a rounded result panel showing “Aldric HP — Veyra HP,” the names beneath, and “Rondas jugadas: N.” Add a large rounded gold-outlined button “OTRO DUELO” with sublabel “Probar una nueva estrategia.” Clicking/tapping it or pressing Enter resets both fighters and starts a fresh duel.

Use only the described minimalist vector/canvas visuals: no external images, no invented equipment screens, abilities, progression, multiplayer, or extra rounds. The visual feel should be austere, tactical, and premium: dark arena UI, strong spacing, high-contrast cream text, gold emphasis, rounded cards, subtle geometric portraits, and small combat particles rather than elaborate animation.

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