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Shadow Combo

  • 3d
  • action
  • melee
  • arena
  • third-person
  • arcade
  • combo
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. hestyn.griffin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Combo yet. Play it, then tell hestyn.griffin what you would add next.

Make your own game

Shadow Combo was built by hestyn.griffin 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 Combo 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 Combo

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 melee arena game titled “Shadow Combo.” Use Three.js or an equivalent real-time 3D engine with a dark neon aesthetic. The camera is a smooth over-the-shoulder/third-person perspective behind and above the player, looking toward the player’s upper body and the arena; allow the mouse to drag on the game canvas to orbit the camera horizontally and adjust its pitch. The arena is a flat circular floor about 20 units in radius, very dark purple-black, with a subtle square grid and a ring of small dark-red marker pillars around the perimeter. Use fog, soft shadows, a cool pale/blue fill light, a strong white directional light, and a pulsing red point light to create a shadowy sci-fi fighting pit.

The player is a stylized low-poly humanoid fighter made from capsule and sphere primitives: a bright blue rounded capsule torso, blue spherical head, a pale visor stripe, nearly black capsule arms and legs, and pale fists. Start the player near the center at approximately (0, 0, 4). Spawn exactly 7 enemy fighters around the player in a loose circle at distances of roughly 8–10 units. Enemies have the same simplified humanoid silhouette, but with very dark plum bodies, black limbs, and glowing red fists/visor accents. All fighters cast shadows and have subtle idle bobbing.

Implement the core loop: the player moves around the circular arena and must defeat all seven enemies before health reaches zero. Enemies continuously chase the player, face them, and attack when within approximately 1.55 units. Each enemy attack deals 8 health damage, has roughly a 0.95 second cooldown, and gives the player about 0.45 seconds of invulnerability. Show a transient centered combat message such as “Enemy hit you”; on zero health, stop gameplay, show “You were knocked out.”, and display a “Fight Again” restart button. Keep the player and enemies within the arena boundary.

Movement should support WASD and arrow keys, relative to the camera orientation, with smooth acceleration/deceleration; the player turns to face the movement direction. Also support mobile/touch movement with a large translucent circular virtual joystick at bottom left. On mobile, show a large red circular “PUNCH” button at bottom right. The keyboard Space key, mouse click on the canvas, and mobile PUNCH button all trigger the same attack. A mouse drag should rotate the camera, while a normal canvas click should punch.

Punching has a visible brief alternating-arm punch animation and a short cooldown of about 0.28 seconds. Each punch increments a total punch count and updates a four-step chain display. A normal punch checks enemies in a forward cone/direction: hit enemies within about 2.35 units and in front of the player, subtract 18 health, knock them backward, add score, and create a short burst of pale/red hit-spark particles. Display a short “Hit” message on successful ordinary hits. Enemies flash red briefly when hurt. Dead enemies disappear from the scene. Award score for hits and additional points for kills, and when all enemies are dead stop the game and show “Arena cleared. You win.”

Every fourth punch (when the total punch count is divisible by 4) must trigger the signature combo attack: create a red-and-black explosion at a point about 1.15 units in front of the player, show “4TH HIT: RED / BLACK EXPLOSION”, briefly intensify a red point light, emit many red, black, dark-red, and dark-purple geometric particles that fly outward and fade, and expand a glowing red ring across the floor. The blast damages every living enemy within about 5.4 units for 34 health, applies strong radial knockback, creates red hit sparks, and awards score; it can kill enemies. Continue the four-step chain after the fourth punch, so the HUD cycles 0/4 through 3/4 and resets after the blast.

Build a fixed overlay HUD matching the dark translucent glass-panel style visible in the reference: at top left show “HEALTH” and a large percentage value, plus “ENEMIES LEFT: 7” (updating as enemies die); at top right show “PUNCH CHAIN” with a large value like “2 / 4” and below it “SCORE: 40” (update score according to gameplay). Use uppercase, widely spaced pale-gray labels and bright white values. Show temporary combat messages centered beneath the top HUD in a dark translucent rectangle with a thin red border. On desktop, show a bottom-left help panel reading “WASD / Arrow keys move · Mouse moves camera · Click or Space punches · Every 4th punch triggers a red-and-black blast that knocks enemies back.” On touch/mobile layouts, hide this help panel and show the joystick and PUNCH controls instead. Include a centered “Fight Again” button when the game ends; restarting resets health to 100, score and punch chain to zero, removes effects, respawns the seven enemies, and displays “Round start.”

Keep the presentation grounded in simple smooth primitive geometry, dark nearly black surroundings, red combat effects, blue player color, plum-black enemies, grid floor, fog, and responsive HUD. Do not add weapons, ranged attacks, pickups, extra enemy types, levels, or mechanics beyond this single seven-enemy arena fight.

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