Arcade › Pocket Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dj Harrell built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pocket Clash yet. Play it, then tell Dj Harrell what you would add next.
Pocket Clash was built by Dj Harrell 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 Pocket 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.
Recreate “Pocket Clash” as a mobile-friendly browser 3D creature-battler with a polished dark translucent HUD over a bright low-poly arena. It is an original monster-battler, not live multiplayer: the player builds a three-creature squad, fights a solo AI-controlled three-creature rival, or opens a QR challenge containing a squad so another device can fight an AI copy of that squad. Use a Three.js-style 3D scene occupying the full viewport. The camera is a slightly elevated perspective view looking toward the center of a circular arena. The arena has a large blue cylindrical platform with a thick yellow-gold torus rim and a pale ring glyph in the center, set on a green ground disk. Place a few low-poly trees and bushes around the perimeter, under a light blue sky/fog background. Add soft shadows, bright ambient/directional lighting, and small alternating cyan/gold glowing orbs around the arena edge. Show one animated creature on each side: the player creature anchors on the left/front and faces right; the enemy anchors on the right/back and faces left. Creatures gently bob while idle, lunge briefly when attacking, flash when hit, and play available idle, attack, hit, death, and other animation clips. Use two base low-poly animated model families: a yellow-dragon-like model for Emberwing and Mosshorn, and a ghost-like model for Glimmerboo and Duskimp, tinted to distinguish their species. At initial load, show a centered, scrollable setup overlay with a dark navy translucent panel, rounded borders, blur, and bright white typography. Title: “Pocket Clash”. Description: “An original monster-battler slice — solo AI runs and QR challenge cards. Pick any 3 creatures for your squad. If someone scans your QR, they open your team on their device and fight an AI-controlled copy of it.” Include a trainer-name input defaulting to “Rift Tamer”. Show four selectable creature cards in a responsive grid (one column on narrow mobile, two on medium, four on wide screens), each with a portrait, type pill, description, and stats. The four exact creatures are: - Emberwing, type Flare: “Fast fire drake with sharp burst damage.” Stats HP 78, ATK 14, BURST 24, SPD 8. Heal value 14. - Mosshorn, type Bloom: “Sturdy drake that heals better than the rest.” Stats HP 90, ATK 12, BURST 19, SPD 5. Heal value 18. - Glimmerboo, type Mist: “Quick spirit with clean tempo and sharp counters.” Stats HP 74, ATK 13, BURST 21, SPD 9. Heal value 16. - Duskimp, type Void: “Glass-cannon phantom with the hardest burst.” Stats HP 68, ATK 15, BURST 26, SPD 10. Heal value 12. Allow exactly three selected creatures: tapping an unselected creature adds it, and if already at three, replace/remove the oldest selection; tapping a selected creature removes it but do not allow the team to become empty. Selected cards have cyan highlighting and an “In team” tag. Ensure the team is filled to three before starting if necessary. Provide “Start solo run” and “Fight scanned challenge” buttons. The challenge button is disabled/dimmed unless a valid challenge is present in the URL hash. During battle, place a fixed HUD over the scene with dark glass panels, thin translucent borders, rounded corners, cyan/gold accents, and responsive mobile layout. At the top have a New Run button and a Challenge QR button. Below, show three areas: a player status card on the left, centered mode and round pills, and a rival status card on the right. Each status card includes a square species portrait, active creature name and type, colored HP bar, exact HP text, guard/ready/fainted status, and remaining team count (“3 left”, etc.). The center shows “Solo Arena” or “Challenge · [trainer]” and “Round 1”, incrementing each completed turn. On narrow screens stack/reflow these areas cleanly. At the bottom, show a Battle Log panel containing the five newest messages, with newest first, and an Actions panel. The four action buttons are: - Strike — “steady damage” - Burst — “big hit, shaky aim” - Guard — “halve next hit” - Heal — “recover 16 HP” (the actual heal is species-specific as listed above) Below them show three party buttons with portrait, name, current/max HP, active cyan styling, and fainted grayscale/disabled styling. Disable controls while a turn is resolving, when the game has ended, or for invalid/fainted party members. Implement turn-based combat. Each side has three combatants, current HP, maximum HP, attack, burst, heal, speed, guarding, and fainted state. Player clicks choose an action; the AI chooses automatically. Resolve both actions by priority: Switch first, then Guard, then Heal, then offensive actions; ties resolve by higher speed, then randomly. Strike damage is attack plus a random integer from -2 through 2, with a minimum of 4. Burst damage is burst plus a random integer from -4 through 4, with a minimum of 4, but Burst has a 22% chance to miss. A guarding target takes half damage rounded up and then loses its guard. Guard sets guarding for the next incoming hit and logs that the creature braces. Heal restores the creature’s heal amount, capped at max HP, and logs the amount restored. Switching changes the active creature and logs it. Offensive actions animate the attacker, apply damage to the target, animate hit/death, and log the result; missed bursts log that the Burst misses. After a creature reaches zero HP, mark it fainted, play its death animation, and automatically replace it with the next non-fainted creature in team order. The same applies to either side. At the end of a completed round, clear guarding on surviving creatures and increment the round. The battle ends when all three creatures on one side faint; log either “[player] wins the clash.” or “[rival] takes the win.” The solo enemy team must be a random unique selection of three of the four species. The AI usually chooses Strike or Burst (45% Burst), but when low HP it can sometimes switch (25% if a live bench exists) or Heal (28%); if the player is low HP it can sometimes Guard (22%). A scanned challenge is encoded in the URL hash and includes trainer name and up to three valid species IDs; in challenge mode use that exact squad as the AI-controlled enemy team. The Challenge QR modal should explain that it is not live online PvP, render a scannable QR for a URL encoding the player trainer name and selected three-species squad, show the full link, and provide Copy link and Close buttons. Scanning/opening the link should enable “Fight scanned challenge.” Use touch-friendly controls and desktop mouse support, click and hit sound effects after browser audio unlock, and responsive behavior suitable for a phone. Keep the visual style consistent: dark navy HUD and overlay, white bold text, muted blue-gray secondary text, cyan interactive highlights, yellow-gold arena accents, green-to-yellow HP bars that shift toward pink/orange when low. Expose runtime state helpers equivalent to window.getGameState() and window.setGameState() for trainer, mode, round, game-over/busy state, teams, active indexes, selected team, winner, and battle log.