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Arcade › Shadow Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mighty Odewumi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shadow Duel yet. Play it, then tell Mighty Odewumi what you would add next.
Shadow Duel was built by Mighty Odewumi 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 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.
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 browser game titled “Shadow Duel,” an arcade one-on-one arena fighter viewed from a fixed, slightly elevated third-person side/front perspective. The camera uses a fairly narrow perspective view, centered on a dark rectangular Rift Arena floor, with both fighters visible in profile facing each other. Use a nearly black navy background and fog, a broad charcoal-purple floor, a dark back wall, thin warm red-orange vertical arena pillars, small glowing orange diamond/octagonal lanterns, and a subtle tan torus/ring marking on the floor. Light the scene with warm peach/orange key light, cool blue rim light, soft shadows, and cinematic tone mapping. Use two low-poly animated humanoid ninja/ronin characters loaded as animated GLB-style models: the player is a dark “Shadow Champion” on the left, initially at x=-2.7 and facing right; the opponent is a sandy/light “Ash Ronin” on the right, initially at x=2.7 and facing left. They should cast shadows. Play an idle animation when stationary, a run animation while moving, and punch/sword-slash animations for attacks when available in the character rigs. Keep the fighters on a horizontal lane: clamp each x position between -5.4 and 5.4 and prevent them from getting closer than 0.72 units. The core loop is a best-of-five-style duel: each round starts both combatants at 100 health, with the player and enemy reset to opposite sides. The first fighter to win three rounds ends the match. The player moves horizontally at about 3.5 units/second using A/D or Left/Right arrow keys, and also has touch-friendly left/right arrow buttons. Add a STRIKE action on J or a touch button: it has a 0.42-second cooldown/lockout, plays the player’s Punch animation, and deals 16 damage only if the distance is under 2.0 units. Add a SHADOW action on K or a touch button: it has a 0.85-second cooldown/lockout, plays SwordSlash, and deals 28 damage if the distance is under 3.5 units. Briefly show a translucent screen flash on successful attack events, using warm yellow for Strike and purple for Shadow; the enemy’s attacks should use a pink/red flash. Implement simple enemy AI while the round is active. Approximately every 0.35–0.85 seconds, if the enemy is farther than 1.55 units from the player, move the enemy toward the player by about 1.2 units; otherwise, with roughly 70% probability, perform an enemy punch. An enemy punch deals 12 damage when within 2.0 units and plays the foe’s Punch animation. Stop all movement and combat when a round or match is over. When either health reaches zero, finish the round, award the round to the surviving fighter, and show a ROUND OVER state. If either side reaches three wins, show DUEL COMPLETE. Allow tapping STRIKE to continue after a round, and allow R or tapping STRIKE after the complete match to reset the whole match to Round 1 with both scores and health restored. Build a responsive overlay HUD over the 3D canvas. At the upper left, show a rounded translucent dark card with a thin warm-gold border, the gold uppercase title “SHADOW DUEL,” the subtitle “Rift Arena · Round 1”/current round, and a horizontal player health bar starting full with a red-to-gold gradient. At the upper right, show a matching card labeled “ASH RONIN” in pale lavender, a round/score string such as “Round 1 · 0-0,” and a blue-lavender gradient enemy health bar. In the top center, show a rounded dark message card with “FIGHT” and the instruction “Move with A/D or the arrows · J to strike · K for shadow burst”; change its title/subtitle to the round-over and match-complete instructions as states change. Near the bottom center, show the hint “Keep your distance. Time the strike after a step.” At the bottom left provide two large rounded dark buttons labeled with left and right triangles. At the bottom right provide large rounded buttons labeled “STRIKE” in dark red with a warm border and “SHADOW” in purple with a light lavender border. Buttons should support pointer/touch input, have pressed feedback, and remain legible on narrow mobile screens. Use a clean system sans-serif font, rounded cards, subtle shadows, and a restrained palette of charcoal, navy, gold, red, and lavender.