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Arcade › Power Fighters
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kenzy Chaggou built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Power Fighters yet. Play it, then tell Kenzy Chaggou what you would add next.
Power Fighters was built by Kenzy Chaggou 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 Power Fighters 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 browser-based 3D third-person arena combat game titled “Power Fighters,” with French-language HUD text. Use Three.js-style rendering with a dark navy background and fog, cinematic lighting, shadows, and a slightly elevated over-the-shoulder camera following the player. The player is a detailed stylized fantasy warrior wearing brown/dark armor with a sword, standing on a large circular metallic training arena. The arena has a dark blue-gray floor, a smaller inset inner disk, a bright cyan glowing energy ring around its edge, twelve evenly spaced chunky metal pillars around the perimeter, and small floating cyan lights between the pillars. Place a stylized mage opponent in a purple pointed hat and colorful robes a short distance in front of the warrior. Both characters should be animated 3D fantasy character models with idle, running, attack, hit, and roll/dash animations where available. Core gameplay: the player fights the single Chaos Mage opponent in the arena. Start with player HP 100 and enemy HP 100. Move around the arena using WASD or a left-side virtual joystick; use mouse/touch drag or rightward swipe to rotate the third-person camera. The player should face the enemy when attacking. A normal sword attack has a short cooldown (about 0.65 seconds), plays a sword attack animation, and deals 18 damage when the enemy is within roughly 3.1 world units. The enemy AI continuously faces and approaches the player when farther than about 2.7 units, and when close attacks approximately every 2.1 seconds for 8 damage, with a melee animation, hit particles, and a brief French toast message that the chaos mage struck. Add a dash on R or the Dash button: perform a quick forward burst/roll with cyan hit particles. Add jumping on Space or the Saut button using the third-person movement controller. Add a special power on Q or the Pouvoir button: it has roughly a 2.2-second cooldown, briefly enters a cinematic action state, plays a punch/casting animation, sends a colorful particle projectile/effect from the player toward the mage, and deals 45 damage if the target is within about 5 units. Normal hits and power hits should produce bright clusters of glowing particles around the target and play the target’s hit animation. When the mage reaches zero HP, increment kills and gems by one, display a brief “KO ! +1 gemme” or “SUPER KO ! +1 gemme” toast, reset the mage to 100 HP, and respawn it at a random position toward the far side of the arena. Keep the fight continuously playable rather than ending on a victory screen. The player HUD should show current HP and a colored horizontal HP bar, gem count, and currently selected power. If HP reaches zero, preserve the combat-game presentation; do not invent a separate game mode or additional enemy types. Implement a powers menu opened by the “25 Pouvoirs” button. It should be a scrollable dark translucent panel with a two-column grid of 25 selectable powers, each showing an emoji, French name, and description. Include exactly these powers and names/descriptions: 🔥 Feu — Brûlure explosive; 💧 Eau — Lame torrentielle; 🌍 Terre — Onde sismique; 🌀 Chaos — Rupture dimensionnelle; ⚡ Foudre — Impact céleste; ❄️ Glace — Prison polaire; 🌪️ Vent — Lame cyclonique; 🌑 Ombre — Griffe nocturne; ☀️ Lumière — Rayon solaire; 🧪 Poison — Nuage toxique; 🌋 Magma — Éruption; 🌿 Nature — Ronces vivantes; 🪐 Cosmos — Singularité; 🔮 Arcane — Nova mystique; 💀 Nécro — Moisson d’âmes; 🩸 Sang — Rituel rouge; 🪨 Métal — Marteau lourd; 🌊 Marée — Vague géante; 🎵 Son — Onde de choc; 🧿 Esprit — Projection astrale; 🌠 Météore — Pluie stellaire; 🌈 Prisme — Lance chromatique; 🐉 Dragon — Souffle draconique; ⏳ Temps — Arrêt temporel; 🪽 Céleste — Jugement ailé. Start with Feu selected. Selecting power number i requires at least i gems (Feu costs 0, second costs 1, and so on); otherwise show “Pas assez de gemmes.” Changing the selected power updates the HUD name and closes the menu. Use distinct glowing colors for each power effect, while retaining the same basic special-power attack behavior. Implement a weapon shop opened by “🛒 Boutique” or B, with a scrollable two-column grid and exactly four entries: 🗡️ Sabre solaire (2 gems, Équilibre rapide), 🐉 Épée dragon (5 gems, Dégâts brûlants), ⚡ Lame ionique (8 gems, Dash électrique), and 🌑 Faucheuse ombre (12 gems, Critique spectral). Purchasing subtracts gems, marks the selected weapon as equipped, and shows a toast such as “[weapon] équipée”; if unaffordable, show “Pas assez de gemmes.” Keep the shop as an equipment-selection UI, matching the source behavior rather than inventing extra weapon stat systems. Build the HUD as fixed glassmorphism panels over the game: top-left panel with crossed-swords icon and “POWER FIGHTERS,” plus “Arène d'entraînement — combo ton adversaire”; top-right panel with “PV 100,” the HP bar, gem icon/count, and “Pouvoir Feu”; centered top hint “Glisse à droite pour tourner la caméra · joystick à gauche pour bouger”; a small faint circular crosshair at screen center; bottom-left panel labeled “COMMANDES” with “E / clic : attaque · B : boutique · Q : pouvoir · R : dash”; and bottom-right touch buttons for “⚔ Attaque [E]” in red, “➤ Dash [R],” “↑ Saut,” “✦ Pouvoir [Q]” in purple, “25 Pouvoirs,” and “🛒 Boutique [B].” Buttons should have rounded corners, gradients, borders, shadows, and pressed feedback. Menus should have close buttons and hide/show cleanly. Use toast notifications near the bottom center for combat events and selections. Maintain the dark blue futuristic fantasy visual style, cyan arena glow, bright power particles, soft fog, and polished mobile-responsive layout visible in the reference screenshot.