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Red Blade Hunt

  • 3d
  • third-person
  • arena
  • survival
  • action
  • sword
  • wave-based
  • low-poly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Clarissa Duer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Red Blade Hunt yet. Play it, then tell Clarissa Duer what you would add next.

Make your own game

Red Blade Hunt was built by Clarissa Duer 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 Red Blade Hunt 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.

Read the build brief for Red Blade Hunt

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 third-person 3D arena survival game titled “Red Blade Hunt.” Use a dark, stylized low-poly graveyard at night: a circular flat grass arena about 26 units across, with a dark ring boundary, foggy deep blue-black background, soft moon/orange directional lighting, shadows, and a slightly elevated follow camera positioned behind and above the player. Decorate the outer perimeter with roughly 18 tilted grave markers, clusters of rocks scattered throughout the arena, and 9 wooden torches with bright red flames and small red point lights.

The player is a small armored warrior viewed from behind, using an animated warrior character. Give the character a very large glowing/emissive red sword with a dark handle, bright pink-red blade edge, and a visible red slash arc during attacks. Start the player at the arena center with 100 health, facing forward. Movement is free in the horizontal arena plane at a brisk speed, constrained inside the circular boundary. WASD and arrow keys move; the player faces the movement direction. Space or left mouse click performs a sword slash. Each slash lasts about 0.36 seconds, alternates between two sword attack animations, visibly swings the sword through a wide arc, and damages nearby enemies in front of/around the player (normal enemies within roughly 2.7 units, bosses within roughly 3.2 units). Sword damage starts at 28 plus a small wave-based bonus, and increases by 8 per sword level.

Run an escalating wave-based survival loop. Begin with Wave 1 and spawn 3 skull enemies, with brief staggered spawn delays. Keep spawning normal enemies over time until there are up to roughly 3 plus the wave number, capped at 7, active normal enemies. Normal enemies are animated skull-headed skeleton fighters with procedural pale bone bodies, ribs, arms and legs, carrying either a spear or rusty sword. They spawn around the outer area, chase the player, and attack when close. Normal enemy health is 32 plus 4 per wave, movement speed is about 3.4 plus a small wave increase, and contact attacks deal 8 damage with a cooldown. Defeated enemies play a death animation and sink/disappear after a short delay. When the arena has been cleared, advance to the next wave and display a centered wave announcement.

Every 5 total kills spawn a boss in addition to the regular enemies. At kills 5, 15, 25, etc. spawn a large Skeleton Orc boss using an animated orc model, with 135 health, 14 damage, and a floating health bar. At kills 10, 20, 30, etc. spawn a larger Lizard Dragon boss using an animated dragon model, with 170 health, 18 damage, slower movement, and a subtle hovering motion. Bosses chase and attack the player like normal enemies but have larger attack range and health. Announce “Skeleton Orc Boss!” or “Lizard Dragon Boss!” when they arrive. Show a floating health bar over every enemy: red for normal enemies and purple/red for bosses.

Enemies drop rewards when defeated. Every defeated enemy creates a floating, rotating red health shard that bobs above the ground; collecting it within about 1.25 units restores health (normal enemies restore 12, bosses restore 28) up to the 100 maximum and adds score. Normal enemies also randomly drop gold coins, treasure chests, or bombs: coins are the common drop, chests less common, and bombs rare. Coins should spin and bob with a warm gold glow; chests should be larger with a gold glow. Collecting a coin adds gold and score (starting value around 18 plus wave scaling); collecting a chest adds more gold (around 125 plus wave scaling), doubles that value as score, and heals 20 health. Bosses always drop a chest, one bomb pickup, and four coins around their death location. Collecting a bomb pickup adds one bomb and score.

The player starts with 1 bomb. Press B or a mobile BOMB button to plant a bomb a short distance in the player’s facing direction, if charges remain. The planted dark bomb should have a glowing/pulsing fuse and explode after about 1.25 seconds. Its orange/yellow blast ring and bright core expand quickly, deal area damage in a radius of about 5.6 units with distance falloff, push enemies away, add a small score bonus, and display “BOOM!” Bomb damage should be about 80 plus 12 per sword level. If no bombs remain, show “No bombs!”.

Collecting enough gold upgrades the sword automatically: every 300 gold increases the sword level by one, slightly scales up the sword, and increases slash damage. Display a short centered notification when leveling up. Display other temporary centered messages such as “Wave 1,” health damage, loot collection, “Bomb planted!”, and boss announcements.

Build a dark translucent HUD over the game. In the upper-left show the red title “RED BLADE HUNT,” Health current/100 with a red-orange fill bar, Wave, Kills, Score, Gold, Sword Lv, and Bombs. When a boss is alive, show its name and a boss health bar. On desktop, show help text in the upper-right: “WASD / arrows to move,” “Space/click to slash,” and “B to bomb.” On touch devices, show a virtual joystick at bottom-left and circular BOMB and larger red SLASH buttons at bottom-right. Support touch joystick movement and the two action buttons.

Enemies can damage the player with an invulnerability window of about 0.55 seconds after being hit. At zero health, stop gameplay, hide the top HUD, play the player death animation, show “Game Over — Score [value]” prominently, and show a “Restart Hunt” button. Restart must clear enemies, loot, bombs, and effects and reset health, score, kills, gold, sword level, bomb count, wave, and player position to the initial state. Use animated 3D character assets where available, cast/receive shadows, a smooth camera follow, simple impact audio on hits and pickups, and an expressive but clean low-poly arcade presentation matching the screenshot: the warrior and vivid horizontal red sword dominate the center of a broad green arena filled with gray rocks and red perimeter flags/torches under a dark sky.

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