Arcade › Nightfall Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. holy Timz111 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Nightfall Duel yet. Play it, then tell holy Timz111 what you would add next.
Nightfall Duel was built by holy Timz111 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 Nightfall 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.
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 “Nightfall Duel” as a browser-based 3D one-on-one fighting game called Nightfall Duel. Use a dark cinematic rooftop arena at night viewed from a slightly elevated third-person perspective: a wide rectangular charcoal rooftop platform with subtle blue-gray grid markings, deep navy sky/background, fog, a pale moon in the distance, silhouetted city blocks with a few cyan/orange windows, and rooftop antenna structures with pink lights. Illuminate the scene with cool blue moonlight plus a magenta rim/fill light; enable soft character shadows, ambient occlusion-like darkness, and a restrained neon palette of navy, cyan, violet, magenta, and warm gold. Keep the camera centered between the fighters, smoothly following their midpoint; camera height is about 5 units and it looks toward the fighters at chest height. Pull the camera slightly farther back as the fighters separate. Place two humanoid animated GLB-style characters on the rooftop, starting several units apart on the horizontal X axis and facing each other. The left player character is a casual female-presenting humanoid named Vesper / Hero, role Pulse Warden, with a cyan power aura ring at her feet. The right CPU character is a casual male-presenting humanoid named Null / Villain, role The Voidhand, with a violet aura ring. Use animated idle, run, punch, kick/slash, roll/dash, and death/victory states when available. The playable space is constrained horizontally to approximately x=-6 through x=6; movement is primarily side-to-side while the camera presents the fighters in depth. Continuously rotate each fighter to face the other. Implement a timed hard round lasting 60 seconds. The player wins when the CPU reaches zero health, loses when the player reaches zero health, and if the timer expires, award victory to the player only when the player has at least as much health as the CPU; otherwise show defeat. On a win or loss, stop the fight, play victory for the winner and death for the defeated fighter, and display a centered translucent message card: “VICTORY” with “The villain is down.” or “DEFEAT” with “The hero fell.” For a timeout, say “Time. Tap or press R to rematch.” Allow tapping/clicking or pressing R to reset the fight, restoring both health/stamina and their starting positions. Give both fighters 100 health and 100 stamina. Stamina regenerates continuously, faster when not guarding and more slowly while guarding. The player controls are keyboard-based: A/D move left/right, W/S are accepted movement keys (S also permits a close-range dodge), J punches, K kicks, L holds guard, Q fires a ranged Arc power projectile, E performs a Phase Dash, and Space performs a dodge/dash. Prevent attacks while dead, during an attack, or during a dodge. Punch costs 10 stamina and deals 10 damage at close range; kick costs 18 stamina and deals 15 damage. Attacks have short cooldown/animation windows and only register one hit per attack. Guard heavily reduces incoming close-range damage to 18% and also reduces Arc damage. A dodge makes the fighter temporarily invulnerable for roughly 0.42 seconds, costs 25 stamina, and shifts them horizontally about 1.45 units in the chosen direction; use the movement direction if present, otherwise dash away from the opponent. The Arc power costs 28 stamina and has a roughly 5.2-second cooldown. When activated, spawn a bright cyan player orb or violet CPU orb near the fighter’s upper body and send it horizontally toward the opponent. If it hits, deal 26 damage normally or 12 damage against guard, with a larger burst of colored particle effects. The projectile expires after about 1.8 seconds if it misses. Close attacks should create small gold impact particles, while stronger projectile impacts create larger cyan/violet bursts. The CPU should autonomously approach when far away, attack with a mixture of punches and kicks when close, sometimes use Arc, guard in response to the player’s ready Arc, and occasionally dodge an incoming player attack. Give the CPU the same health, stamina, attack, power, and dodge rules as the player. Build a clean fixed HUD over the 3D canvas. At the top center, use three columns: left player status, a large central timer showing the remaining seconds and the subtitle “HARD ROUND,” and right CPU status. Label the sides “VESPER / HERO” and “NULL / VILLAIN,” with role subtitles “PULSE WARDEN” and “THE VOIDHAND.” Each side has a rounded health bar with a cyan-to-light-blue player gradient and a coral-to-violet enemy gradient, a thin stamina bar below (gold for player and magenta for enemy), and small power status text. Player status should read “Q: ARC READY · E: PHASE DASH” when available or show the Arc cooldown; enemy should read “VOID ARC READY” or its cooldown. Use bold uppercase, wide letter spacing, white text, translucent dark panels, and neon accent colors. Before the round begins, show a centered translucent blurred card reading “NIGHTFALL DUEL” and “WASD move · J punch · K kick · L guard · Q arc · E dash.” On desktop, show a bottom-left keyboard help strip with labeled keys for WASD move, J punch, K kick, L guard, Q power, and E phase dash. On coarse/touch devices, hide that help strip and show bottom-right touch controls: a four-direction arrow pad plus circular/rounded action buttons for PUNCH, KICK, GUARD, ARC, DASH, and DODGE. Touch buttons should hold their corresponding actions using pointer down/up and not scroll the page. Use a responsive full-screen interface, dark page background, no visible scrollbars, and preserve the neon HUD over the scene.