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Samurai Duel

  • 3d
  • action
  • duel
  • melee
  • samurai
  • low-poly
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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. Boran Çetin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Samurai Duel yet. Play it, then tell Boran Çetin what you would add next.

Make your own game

Samurai Duel was built by Boran Çetin 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 Samurai 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.

Read the build brief for Samurai Duel

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 melee game titled “Samurai Duel.” Use Three.js or an equivalent real-time 3D engine with a perspective camera, soft shadows, fog, and a low-poly/blocky stylized aesthetic.

Scene and camera: Set the scene in a dark, warm-toned Japanese-inspired outdoor arena at night or in very low light. The ground is a large flat brown square plane with a raised, circular wooden fighting platform in the center (roughly 5.5–5.8 units radius and about 0.25 units high). Surround the arena with several low-poly green bamboo clusters around the outer edges and a few simple stylized trees. Use warm directional sunlight and subtle hemisphere lighting, with dark brown fog fading into the background. The camera is a perspective camera positioned behind and above the player, offset toward the player’s rear/right (approximately y=5.5, z=9 relative to the player), and smoothly follows the player while looking toward the player and opponent so both fighters remain visible. Render with antialiasing and soft cast shadows.

Characters: Place two distinct low-poly, blocky humanoid samurai/fighters on opposite sides of the platform, initially about 5 units apart: the player at approximately (-2.5, 0, 0.2), the enemy at (2.5, 0, -0.1). Use two different blocky character models, with idle animations if available. Each holds a gold-colored low-poly sword attached near one hand. The characters should continuously turn to face one another; the enemy advances toward the player when too far away. The screenshot appearance is chunky and toy-like: the player has light skin, dark gray hair/head covering, a pale/tan outfit with green lower clothing, while the enemy has darker skin, dark gray hair/head covering, a red shirt and blue lower clothing. Keep the fighters and weapons shadow-casting.

Core objective and combat: This is a one-on-one duel. Both the player and enemy start with 100 health. The player wins when the enemy reaches zero health; the enemy wins when the player reaches zero. Display a hit flash by temporarily tinting the struck character red. Show short centered status messages such as “Hit!”, “Enemy hit!”, “COUNTER!”, “VICTORY — You defeated the samurai!”, and “DEFEAT — The enemy prevailed.” On game over, stop combat and show “Press R to restart”; pressing R resets both health, positions, states, and idle animations.

Player controls and movement: WASD or arrow keys move the player around the arena. Movement is relative to the player’s facing direction, and the player turns toward the enemy while moving/standing. Constrain player movement to approximately x=-5.5..5.5 and z=-3.5..3.5. The player cannot move during an attack. Left mouse click performs a sword attack, with a cooldown of about 650 ms and a roughly 420 ms delayed hit check. An attack only damages the enemy if within 3.8 units and the enemy is not blocking; a normal hit removes 18 health. Play an attack animation if available and visibly swing the sword from its guard pose and return it afterward.

Blocking and countering: Hold right mouse button to block; also support holding either Shift key as block. While blocking, put the player sword into a raised guard pose and prevent incoming enemy damage. Releasing the right mouse button or Shift ends the block. When the player begins blocking, open a short counter timing window of approximately 650 ms. Press Space during an active block/window to perform a strong counterattack: display “COUNTER!”, end the block, swing the sword, and if within about 4.2 units deal 32 damage to the enemy. If Space is pressed when not blocking, use it as a quick normal attack instead. Prevent context-menu behavior on right click.

Enemy AI: The enemy slowly moves toward the player at approximately 1.6 units/second while more than 2.4 units away, constrained to x=-5..5 and z=-3..3, and faces the player. Every roughly 1.8–3.2 seconds, if close enough (within about 4.5 units), it either attacks or briefly blocks before attacking; use about a 35% chance for the brief fake block. Enemy sword attacks have a delayed hit check around 420 ms, deal 16 damage if within 3.8 units, and do nothing if the player is blocking. When the player attacks and is close, the enemy may also briefly block with approximately 50% probability. Enemy blocking prevents normal player attack damage.

HUD and interface: Overlay fixed HTML/CSS UI on top of the canvas. Put a “YOU” health panel at the top-left (around 20 px from top/left) and an “ENEMY” panel at the top-right. Each panel is a dark translucent black rectangle with a thin brown border and rounded corners, a small uppercase light label, and a white-outlined horizontal health bar filled with a red-to-pink gradient. The bars begin at 100% and shrink smoothly with health; at low health they may become a stronger red. Put temporary gold/yellow status text centered near the top below the health panels. At the bottom center, show a dark translucent instruction box with a brown border reading: “WASD move   Left Click attack   Right Click block   Space counter”, with the controls visually emphasized. Keep the UI non-interactive over the game except for normal browser input handling.

The overall experience should be a compact, replayable low-poly samurai duel: two blocky sword fighters circling/approaching each other on a warmly lit circular wooden platform, surrounded by bamboo and trees, viewed from an elevated over-the-shoulder camera, with simple timing-based attack, block, and counter combat rather than combos, inventory, rounds, projectiles, or additional enemies.

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