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Key Clash

  • 3d
  • arena-brawler
  • local-multiplayer
  • arcade
  • action
0
Remix it Discord

1 play ·added October 10, 2026

About Key Clash

This game has only been started today so pls to criticize.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elijah Dragon Knight built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Key Clash yet. Play it, then tell Elijah Dragon Knight what you would add next.

Make your own game

Key Clash was built by Elijah Dragon Knight 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 Key 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 Key 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.

Create a browser-based 3D local two-player arena brawler titled “Key Clash” / “Key Clash Arena.” Use Three.js-style rendering with a third-person camera following Player 1, a bright sky-blue background with matching distance fog, soft shadows, and a colorful low-poly toy-like aesthetic. Build a circular purple arena floor (large flat cylinder) with a thick golden torus rim. Surround it with ten evenly spaced turquoise polygonal pillars topped with oversized pink faceted sphere caps, and scatter eighteen small low rectangular colored pads (orange, cyan, yellow, and lavender) across the arena. Light the scene with bright sky/hemisphere light and warm directional sunlight.

At launch, show the arena behind a centered translucent dark navy rounded panel. The panel has a large white “KEY CLASH” heading with a purple offset/shadow effect, the subtitle “Outplay the rivals. Every attack is a keyboard move.”, and a large yellow pill-shaped “ENTER ARENA” button with a darker orange pressed/depth shadow. Keep a fixed HUD over the 3D view: at upper left, a dark translucent rounded panel labeled “KEY CLASH ARENA · LOCAL 2P,” a score reading “P1 0 / 5,” and two stacked health bars (Player 1 pink-to-yellow gradient and Player 2 cyan-to-green gradient). At upper right, show keyboard instructions: “P1: WASD / arrows · Space / E”, “P2: IJKL move · O / P attack”, and “Two players, one keyboard — defeat every rival.” At bottom center show a small status message such as “Find your angle, then hit Space or E.”

On starting, hide the launch panel and begin a match. Use two humanoid animated soldier avatars: Player 1 is blue-tinted and starts near (-2, 0, 7), Player 2 is yellow-tinted and starts near (2, 0, 7). Player 1 moves with WASD or arrow keys, using a third-person camera that follows him; Player 2 moves simultaneously with I/J/K/L. Clamp both players to the arena bounds, rotate each toward their movement direction, and show idle/walk animation states. Place five animated female rival avatars at positions approximately (-10,-8), (10,-7), (-12,4), (12,5), and (0,-13), each with a distinct bright tint (pink, orange, green, purple, yellow). Rivals begin with 100 HP, pursue whichever player is closer, walk toward them when farther than about 2.6 units, and attack automatically at close range about every 1.15 seconds for 8 damage. Rivals should face their movement direction, use idle/walk animation, briefly enlarge/flash visually when hit, and play a death animation when defeated; hide their bodies shortly after death.

Implement four keyboard attacks with cooldowns. Player 1 uses Space for a wide shockwave/burst and E for a shorter dash-strike; Player 2 uses O for the burst and P for the strike. The burst has a roughly 4.5-unit radius, deals 55 damage, and has a 0.65-second cooldown. The strike has a roughly 3.2-unit radius, deals 40 damage, and has a 0.9-second cooldown. Every attack creates a glowing yellow wireframe ring on the ground at the attacker’s position: start at a small radius, expand slightly while fading out over about 420 ms, then disappear. Trigger a punch animation for the attacking avatar and a hit reaction for surviving rivals. Attacks only affect living rivals within their radius. Update the score for Player 1 whenever any rival is defeated, displaying progress from 0/5 to 5/5; update both health bars as players take damage. Show “Attack recharging…” while either player is on cooldown.

The match ends in victory as soon as all five rivals are defeated, with status “ARENA CLEARED — press R to rematch.” It ends in defeat only when both players reach zero health, with status “OUTPLAYED — press R to retry.” Press R to restart/reset the match, restoring both players and all five rivals to full health and their starting positions. Preserve responsive full-window rendering, rounded glassy navy UI panels, bold arcade typography, and touch-safe UI behavior, but keep controls keyboard-focused.

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