Skip to content

Arcade › Shadow Clash

Shadow Clash

  • 3d
  • fighting
  • arcade
  • action
  • one-on-one
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about Shadow Clash yet. Play it, then tell Mehran karimi what you would add next.

Make your own game

Shadow Clash was built by Mehran karimi 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 Shadow 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.

Read the build brief for Shadow Clash

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 3D arcade fighting game titled “Shadow Clash.” Use a fixed side-on orthographic camera looking across a long, shallow arena, with both fighters visible in profile/three-quarter view. The scene should have a nearly black navy background and fog, a dark purple-black rectangular floor, and a row of alternating muted indigo and burgundy glowing rectangular pillars in the distance. Use simple stylized low-poly/primitive characters with soft shadows and colored rim lighting: the left fighter is “Ash Viper,” a red/crimson humanoid with a warm yellow-orange glowing spherical masked head, boxy torso, capsule arms and legs, and a faint orange ring aura at their feet; the right fighter is “Chrome Fang,” a blue humanoid with a cyan glowing head, blue boxy torso and limbs, and a faint cyan foot aura. Start Ash Viper at the left and Chrome Fang at the right, facing one another, with movement constrained to the horizontal arena bounds.

Make Ash Viper player-controlled and Chrome Fang a simple CPU opponent. The match begins with a brief centered “FIGHT!” announcement and a 60-second countdown. Display a fixed HUD across the top: “ASH VIPER” at upper left with a white-outlined health bar filled by a yellow-to-red gradient, the large glowing remaining timer centered, and “CHROME FANG” at upper right with a mirrored white-outlined cyan-to-blue health bar. Both fighters start at 100 health. At the bottom, show the control legend: “A/D move · W jump · F light · G heavy · Q fireball · E dash · H block · R restart.” On touch/coarse-pointer devices, provide translucent on-screen left/right/jump buttons and action buttons for F, G, Q, E, BLOCK, and RESET.

Keyboard controls: A and D move horizontally at 5 units per second; W jumps only while grounded, with an upward velocity and gravity so the fighter lands back on the floor; F performs a light strike; G performs a heavy strike; Q launches a fireball; E performs a dash breaker; hold H to block; R resets the match. Attacks cannot start while the fighter is attacking, stunned, airborne, or otherwise unavailable. A light strike has roughly 0.28 seconds of attack time, reaches about 1.35 units, and deals 8 damage. A heavy strike lasts about 0.48 seconds, reaches about 1.65 units, and deals 15 damage. A successful hit briefly stuns the defender and nudges them backward. Blocking reduces incoming light/heavy damage to one quarter and produces a brief “BLOCK” announcement.

The Q fireball has a cooldown of about 1.6 seconds, spawns a glowing projectile in the attacker’s color, travels horizontally toward the opponent at about 8 units per second, lasts about 2.2 seconds, and deals 18 damage on contact with a brief stun. Show “FIREBALL” when launched and “FIREBALL HIT” on contact. The E dash breaker has about a 1.1-second cooldown, briefly attacks while moving the fighter forward about 1.15 units, and if the opponent is within roughly 1.7 units in the facing direction it deals 22 damage, stuns, and knocks them back; show “DASH BREAKER,” or “DASH” if it misses. Regular successful attacks show “STRIKE” or “CRUSHING HIT.” Use centered, oversized white announcement text with a warm red/pink glow that fades after short messages; keep the final result visible.

Implement a basic CPU for Chrome Fang: it should face the player, approach when farther than roughly 1.55 units, and randomly choose occasional fireballs/dash breakers or light/heavy attacks when in range, with occasional short blocks near the player. Fighters should have facing-dependent attack direction and rotate to face each other. Flash the defender’s torso white briefly on impact. Clamp horizontal positions to the arena edges. End the round immediately when either health reaches zero with “ASH VIPER WINS” or “CHROME FANG WINS.” If the 60 seconds expires, show “DRAW” when health is tied, otherwise show “TIME!” (matching the implementation’s timeout message), and stop gameplay. Reset restores both fighters to their starting positions and full health, clears projectiles and combat states, restores the timer to 60, and shows “FIGHT!” again. Use Three.js-style directional/hemi lighting, shadows, emissive materials, dark cinematic neon colors, and a clean uncluttered fighting-game presentation; do not add extra characters, stages, rounds, weapons, score systems, or mechanics beyond these described elements.

More free browser games

Browse the whole Arcade →