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Arcade › Ki Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Umberto Cucchi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ki Clash yet. Play it, then tell Umberto Cucchi what you would add next.
Ki Clash was built by Umberto Cucchi 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 Ki 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 playable 3D arena fighting game titled "Ki Clash". Use a dark navy background with light fog and a fixed elevated third-person camera looking toward the center of a circular combat arena. The arena is a broad dark blue-gray cylinder/platform with a glowing cyan circular rim; place eight short faceted cylindrical pillars evenly around the outer edge, alternating blue and rust-red colors. Use soft shadows, bright cool ambient lighting, a warm directional key light, and a blue rim light for a stylized low-poly look. There are two humanoid 3D fighters loaded into the arena: the player, Kairo, is a warrior on the left/front side, and the opponent, Roku, is a monk on the right/back side. Give both stylized low-poly RPG-character proportions and skeletal idle, walk, attack, punch, and hit-reaction animations. Kairo starts around (-3, 0, 2.5), Roku around (3, 0, -1.8), with Roku facing Kairo. Keep both on the arena surface and constrain Kairo's movement approximately within x -7.2..7.2 and z -6.5..6.5. The camera should track subtly based on the midpoint of the fighters while remaining elevated, generally around position (0, 8.5, 12.5), and look at the arena center. Implement a real-time one-on-one fight. Both fighters begin with 100 health and the round lasts 60 seconds. Kairo moves at about 3.5 units/second using WASD or the arrow keys; movement is normalized for diagonals and changes his facing direction and walk animation. Press Space for a close-range punch: it has a 0.55 second cooldown, plays the punch animation, and if Kairo is within 2.4 units of Roku it removes 10 health and gives Roku a small knockback. Press E for a ranged energy wave: it has a 2.1 second cooldown, plays an attacking animation, creates a bright pale-blue glowing energy sphere/projectile that travels from Kairo toward Roku over about 0.35 seconds, enlarging briefly as it flies; if the fighters are within 7 units when fired, it removes 18 health on arrival. Show a blue translucent additive aura around Kairo while the energy-wave cooldown is active/charging, and a red aura around Roku during his attack. Give Roku simple AI. Each frame, if farther than 2.1 units from Kairo, he walks directly toward Kairo at about 1.5 units/second and turns to face him. If close enough and his one-second attack cooldown is ready, he attacks, plays an attack animation, and deals 8 damage to Kairo. Stop gameplay once either health reaches zero or the timer reaches zero. Display "VITTORIA!" if Roku is defeated, "KO..." if Kairo is defeated, or "TEMPO SCADUTO" if time expires, and show a centered "Ricomincia" restart button that reloads/restarts the match. Build the HUD as an HTML overlay over the 3D view. At the top left show the bold name "KAIRO" and a full-width health bar with a cyan-to-blue fill. At the top right show "ROKU" aligned right and a full-width health bar with a yellow-to-pink/red fill. Center the top HUD between them with a large yellow countdown number starting at 60 and, beneath it, bold white status text initially reading "COMBATTI!" (the screenshot should visibly show the opening combat state). Use white text with subtle black shadows, rounded bars with white translucent outlines, and a dark navy overall interface. At the bottom center show the pill-shaped instruction text: "WASD / frecce muovi · SPAZIO colpo · E onda energetica". On touch/mobile layouts, hide the keyboard hint only if necessary and provide large translucent circular controls: a four-button directional pad at lower left (up, left, down, right using triangle glyphs), a magenta attack button with a sparkle/star glyph near lower right, and a blue energy button with a ring/target glyph above it. Support press-and-hold pointer/touch input for movement and trigger the two attacks on pointer press. On screens at least roughly 700px wide, use keyboard controls and hide the touch controls. Keep the visual style faithful to the shown game: a portrait-friendly composition, deep navy sky/background, large empty arena floor, faceted blue central/edge geometry, dramatic long character shadows, simple saturated health bars, and clean bold arcade-fighting UI. Do not add extra fighters, projectiles, stages, combos, weapons, menus, scoring, or mechanics beyond this timed Kairo-versus-Roku battle.