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Arcade › Parrybound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. CARTER HAHN built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Parrybound yet. Play it, then tell CARTER HAHN what you would add next.
Parrybound was built by CARTER HAHN 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 Parrybound 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 fullscreen 2D canvas browser fighting game titled “Parrybound,” with a dark minimalist arena and a precise telegraph/block/counter duel. Use a responsive viewport-filling canvas with a deep navy vertical-gradient background (#1a2840 at the top fading toward #0d121e), and a dark blue-gray floor covering roughly the bottom 29% of the screen. Separate the floor with a thin muted blue horizontal line and add faint diagonal floor-panel streaks. Render two simple stylized humanoid sword fighters near the center: the player on the left in bright mint/teal (#68d8c0) and the rival on the right in coral/red (#e56e65). Each has a circular head, rectangular torso, rounded line-like legs, a soft dark oval shadow, and a short pale sword with a gold hilt. They face one another, with sword poses changing for idle, blocking, attacking, and countering. Add small square particle sparks for impacts and a brief white screen flash when someone is hurt. The player starts with 100 HP and the rival starts with 100 HP. Keep them horizontally movable but constrained inside the arena with about 70px side margins. The player moves left/right at responsive speed using A/D or the left/right arrow keys; on-screen ◀ and ▶ buttons must also work for touch. The player faces the movement direction. The player can attack with J or an on-screen attack button shown as ▲. A player attack lasts about 0.32 seconds and resolves around 0.15 seconds after activation: when within about 125px, it deals 12 damage to an idle rival, or 18 damage and stuns/interupts a rival who is currently telegraphing. The player cannot attack while blocking or during another attack/counter. The rival should automatically approach the player during idle state, then periodically initiate a random attack after a short delay. Select either a SLASH (about 62% chance) or THRUST. When initiating, enter a roughly 0.62-second telegraph state: display a pulsing red ring around the rival, a red label above it reading “SLASH” or “THRUST,” and a prominent status message “SLASH TELEGRAPH — HOLD BLOCK” or “THRUST TELEGRAPH — HOLD BLOCK.” If the player is too far away (over roughly 155px) during the telegraph, communicate “Close the gap — or let the attack miss”; the attack can miss if out of range. At the telegraph’s end, the rival strikes. If the player is within about 145px and is not blocking, deal 16 damage for a slash or 20 for a thrust and show “YOU WERE HIT.” If the player is blocking at impact, prevent damage, emit cyan sparks, award 15 score, grant a brief roughly 0.55-second riposte window, and show “BLOCKED — COUNTER NOW.” If out of range, show “MISS — stay close to punish.” After striking, the rival briefly recovers, then returns to idle. Blocking is held with K or Space, or the on-screen ▼ button. While held, show the player’s sword raised diagonally in a defensive pose. During the short riposte window, a tap of L or the on-screen COUNTER button performs a counter: deal 34 damage to the rival, award 30 score, stun the rival for roughly 0.7 seconds, clear the riposte window, emit larger pale-gold sparks, and show “PERFECT COUNTER.” If counter is pressed without a successful recent block, show “Counter missed — block first.” Make the sword extend farther in attack/counter poses. Avoid inventing additional weapons, enemies, story, or upgrade systems. On successful rival defeat, award 100 score, increment the round number, restore 20 player HP (capped at 100), reset the rival to 100 HP, and show “RIVAL DEFEATED — next round incoming.” Continue with the next rival attack cycle. If the player reaches 0 HP, stop the action, change the main title to “DEFEATED,” change the hint to “Your guard broke. Read the telegraphs and try again.”, show “Press FIGHT AGAIN to rematch,” and reveal a centered “FIGHT AGAIN” button that resets score, round, both health values, positions, and combat state. Build a HUD over the canvas. At the top center, place three dark translucent rounded panels: a mint/green YOU health bar with numeric HP on the left, a center panel showing “ROUND 1 · 0” (updating round and score), and a coral/orange RIVAL health bar with numeric HP on the right. Health bars should visibly shrink and use rounded fills. Near the upper-middle center display the large spaced uppercase title “PARRYBOUND,” below it the instructional text “Read the red telegraph. Hold BLOCK, then tap COUNTER right after the impact.”, and below that a bold colored status line for movement and combat feedback. At the bottom center, provide large touch-friendly rounded buttons in this order: ◀, ▲, ▼, COUNTER, ▶. Include a small lower-right legend reading “J attack · K block · L counter · Space block.” Use a clean system sans-serif font, dark translucent UI panels, subtle borders and shadows, responsive sizing, and disable page scrolling/touch scrolling so the game works on desktop and mobile.