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Sky Duel

  • 3d
  • fighting
  • arena
  • anime
  • action
  • versus
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. tungtungtungshaur built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sky Duel yet. Play it, then tell tungtungtungshaur what you would add next.

Make your own game

Sky Duel was built by tungtungtungshaur 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 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 Sky 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.

Rebuild a polished playable 3D one-on-one arena fighting game titled “Sky Duel” in Three.js. Use a side-on fighting-game camera: a perspective camera looks across a wide rectangular floating platform, keeping both fighters visible, with a dark atmospheric sky/fog background and subtle cinematic bloom, ACES-style tone mapping, soft shadows, cool rim lighting, and occasional camera shake on impacts. The active stage shown by default is Sky Ruins: a broken marble/stone bridge or floating shrine platform with a pale blue-gray top, dark blue side walls, luminous cyan edge trim and lane markings, tall broken cylindrical stone pillars topped with square caps in the background, floating shards, drifting translucent cloud spheres, and a glowing ring high behind the fighters. The platform spans roughly 18 units wide and has firm left/right boundaries; fighters cannot leave the stage.

Create three selectable original anime-inspired armored fighters, assembled from primitive meshes (capsules, boxes, cylinders, spheres, cones, torus rings and octahedrons) with articulated pivot-based rigs and animated cloth/accessories. Each has a small ground aura ring, dark shadow, glowing chest/belt gems, visor/face guard, layered armor, scarf tails, back fins, gauntlets, boots and a distinctive weapon. Rift Fang is a pink/red and dark “Void Duelist” using a glowing blade, fast movement and a pink/cyan energy theme. Volt Vale is a blue/dark “Storm Striker” using a horizontal spear with electric/light energy. Bloom Warden is a green/purple “Moon Garden Keeper” using a glowing chakram/petal ring and halo-like head ornament. Make the three selectable roster cards show their names, titles, descriptions, tags, difficulty, element/weapon and Power, Speed, Technique and Guard stat bars; show a larger detail panel for the selected fighter including origin, signature art, temperament, quote and stats.

Include three selectable arenas, with Sky Ruins as the cool blue floating-stone arena; Ember Gate should use a red/brown furnace palette, basalt causeway, iron arches, lava strips, glowing vents and rising embers; Moon Garden should use a purple night palette, shrine court, moon, lantern poles, blossom trees and falling drifting petals. Arena selection cards should show subtitle, terrain, hazard, tempo and Spectacle/Danger ratings, and a detail panel with lore, terrain, hazard, match pace and Mobility/Danger/Control/Spectacle bars. Decor is visual only; do not add unimplemented stage hazards or destructible props.

The match is a single timed round against a CPU opponent selected randomly from the other two fighters. Start each round with both characters at opposite sides (player around x=-3.8, CPU around x=3.8), a “Round 1” intro, selected arena name and a 90-second round timer. Display a battle HUD with player and enemy names, colored health bars starting at 100, fighter state/title labels, round/stage text, timer, and a status strip describing events such as guarding or landing a strike. Provide a selection overlay with Start and randomize controls, and after a KO show a round-end overlay naming the winner, finisher/signature art and stage, with Rematch and Back controls.

Implement the actual combat mechanics: horizontal movement, facing direction, ground jumping with gravity, guarding while grounded, light attack, heavy attack, and a special energy projectile. Keyboard controls should support A/D or left/right arrows for movement, W/up (and the listed Space control as an alternate jump input), S/down for guard, and J/K/L for the three attacks (light, heavy, special); include mobile-friendly on-screen controls with pointer-safe buttons for movement, jump, guard and attacks. Fighters have distinct speed, jump, light/heavy/special damage, attack range, special cooldown and defense values based on the roster data. Light, heavy and special attacks have windup, active and recovery phases; heavy attacks have more damage/knockback, and specials have longer range, launch a glowing projectile traveling horizontally, and have a cooldown. Attacks should only connect in the facing direction and within range, apply damage, stun, knockback and upward lift; grounded guarding reduces incoming damage to about one-third and prevents normal hit launch. Health reaches zero to cause a KO and end the match.

Give the CPU spacing and combat behavior: it faces the player, approaches when far away, sometimes jumps, blocks when the player is attacking nearby, uses light/heavy attacks at close range, and occasionally fires its special when within medium range. Add hit-stop and screen shake for hits, stronger for heavy/special impacts. Build layered feedback effects: bright colored hit sparks, expanding rings, white slash flashes, glowing projectile impact rings, visible projectile rotation/pulsation, and attack whoosh/hit/win sounds using Tone.js where available. Animate idle breathing, walking stride, jump/fall poses, attack windups/recovery, blocking stance, hurt tilt, KO lean, weapon/accessory motion, pulsing auras and stage decorations. Keep the overall style clean, futuristic anime fantasy: low-poly/primitive 3D forms enhanced by emissive neon materials, volumetric-looking colored fog, dark skies, high contrast glowing accents and cinematic bloom. Do not add combo strings, juggling, super meter, cinematic supers, a second human player, or functional stage hazards, since those are not part of the implemented game.

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