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Arcade › Sky Dojo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. biggycheeseratrum built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Dojo yet. Play it, then tell biggycheeseratrum what you would add next.
Sky Dojo was built by biggycheeseratrum 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 Sky Dojo 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 browser-based 3D side-view 1v1 arena fighting game titled “Sky Dojo.” Use Three.js with a wide perspective camera positioned in front of the arena, looking slightly down at two fighters on a horizontal stage. Keep the action readable on desktop and phone screens. The scene should have a stylized low-poly look: a bright blue sky-colored background with atmospheric fog, distant faceted purple-blue mountain cones, a large blue dojo back wall, tan cylindrical corner pillars with dark reddish-brown caps and bases, and a broad dark charcoal floor/platform with a gold-tan trim strip along its top edge. Use soft shadows, warm directional sunlight, and simple blocky geometric character models. Gameplay is a compact best-of-three fighting match: one human player versus one CPU rival, with the first side to win 2 rounds winning the match. Each round lasts 60 seconds. Fighters begin far apart, player on the left and CPU on the right, and automatically face one another. Constrain movement to the horizontal arena width; fighters cannot pass through each other and are kept inside the stage bounds. Add gravity, jumping arcs, horizontal movement, hit knockback, airborne states, hit stun, attack recovery, and brief hit-flash feedback. A round ends when one fighter’s health reaches zero, or when the timer reaches zero, in which case compare each fighter’s health ratio to decide the round winner. Show a round-won/lost overlay between rounds, automatically start the next round after a short pause, and show Victory or Defeat when a side reaches two round wins. On match over, allow a rematch and fighter selection again. Give the player these keyboard controls: A/D or left/right arrows move, W or up arrow jumps, J performs a quick/light strike, K performs a heavy strike, I performs the character special, L blocks, and Space or Enter starts the fight/rematch. Also provide touch controls: left, right, jump, block, Fight, J quick strike, K heavy strike, and S special. Buttons should be large, translucent dark rounded controls at the bottom corners. Audio should be lightweight synthesized combat feedback: distinct sounds for light hits, heavy hits, specials, blocked hits, and a short victory chord progression after a round or match win, initialized on user interaction. On the intro screen, place a centered dark translucent rounded overlay titled “SKY DOJO” in large gold uppercase lettering, with the subtitle “A fast arena fighter in the spirit of classic head-to-head brawlers. First to 2 rounds wins.” and a start hint telling the user to pick a fighter and press Space or tap Fight. Include a three-card character selector; the CPU rival updates automatically based on the selected player. The three original fighters must be: - Atlas: green boxer guard. Max health 108, move speed 8.8, jump power 12.2, damage scale 0.96, block scale 0.82, range scale 0.96. He uses the unique “Rush Cross,” a quick dash punch that moves forward rapidly and hits with 16 base damage, 11 knockback, and 2.6 lift; show him as a boxer with black tank top, green shorts, pale waistband, green gloves with dark cuffs, black hair, and dark boots. - Blaze: classic red dojo striker. Max health 100, move speed 8.2, jump power 12.9, damage scale 1.08, block scale 0.94, range scale 1. He uses “Solar Burst,” a close-range orange/gold blast with 19 base damage, 9.2 knockback, and 4.4 lift. Model him with a red torso and limbs, pale gold/tan waist and lower-leg accents, light skin, and simple black flat hair. - Frost: blue counter boxer. Max health 94, move speed 8.6, jump power 13.2, damage scale 1, block scale 0.88, range scale 1.08. He uses “Ice Shot,” a fast cyan projectile with 14 base damage, 6.4 knockback, and 1.6 lift, traveling across the arena for about 1.15 seconds. Model him with a blue boxer outfit, pale cyan accents and gloves, light skin, black hair, and dark boots. When the player chooses Atlas, make Blaze the CPU rival; when the player chooses Blaze, make Frost the rival; when the player chooses Frost, make Atlas the rival. The intro character cards should identify their roles and stats, with Atlas described as a boxer guard with fast straight punches, Blaze as a balanced dojo striker, and Frost as a longer-reach counter boxer. Implement two normal attacks for every fighter. Light attack: about 0.09 seconds startup, 0.12 seconds active, 0.18 seconds recovery, 1.75 range, 8 damage, 4.5 knockback, and 2.2 lift. Heavy attack: about 0.16 seconds startup, 0.13 seconds active, 0.28 seconds recovery, 2.15 range, 14 damage, 7.8 knockback, and 3.4 lift. Apply each fighter’s damage and range multipliers. Attacks should only connect when the opponent is in front of the attacker, close enough, and within the vertical hit range. Show readable attack animations: boxer fighters hold a tighter guard with tucked chin, raised gloves, staggered feet, and straighter punches; dojo fighters use simpler broad arm swings. Heavy attacks should feel more powerful than light attacks. Blocking is grounded-only and unavailable during an attack or hit stun. A blocked attack should deal only 25% damage multiplied by the defender’s block scale, apply short block stun and slight pushback, and create a pale blue guard spark. A normal hit should deal full damage, apply hit stun and knockback/lift, briefly flash the defender, and spawn orange/red hit particles. Specials should use the same blocking and hit feedback rules. Atlas’s dash special should propel him forward during its active window; Blaze’s burst should spawn a large orange burst at close range; Frost’s special should create a glowing cyan orb projectile that travels horizontally and disappears on impact or after its lifetime. Spawn small glowing sphere particles for hit bursts and special effects, fade them out with gravity, and clean them up. HUD must stay over the 3D scene. At the top, show a left health panel labeled with the selected player name and a red-orange gradient health bar, a centered dark translucent panel showing “ROUND 1” (updating by round), a large remaining timer starting at 60, and a gold score such as “0 - 0,” plus a right health panel labeled with the rival name and “CPU” and a blue gradient health bar. Health bars should shrink smoothly as damage is taken. Use rounded dark translucent panels with subtle borders, shadows, and blur. During countdown, show a centered overlay such as “Round 1” and “Hold your ground, break their guard, and win two rounds.” During round-over show the result and whether it was a knockout or time victory. Keep the footer desktop hint visible on large screens: “A/D move · W jump · J quick hit · K heavy hit · I special · L block · Space start”; hide it on small screens in favor of touch buttons. Ensure the overlay and cards are hidden during active fighting and reappear for intro, round transitions, and match over.