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Skyblade Arena

  • 3d
  • action
  • arena
  • duel
  • fantasy
  • neon
  • third-person
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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. Yummycake Yummycake built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyblade Arena yet. Play it, then tell Yummycake Yummycake what you would add next.

Make your own game

Skyblade Arena was built by Yummycake Yummycake 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 Skyblade Arena 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 Skyblade Arena

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-playable third-person 3D arena duel called “Skyblade Arena.” Use a Three.js-style WebGL scene with a dark deep-purple night background and light atmospheric fog. The camera is a smooth, elevated over-the-shoulder/three-quarter perspective camera that follows the player from behind and to the right, looking toward the player at about chest height; keep the full circular arena and rival visible when possible.

Build the arena as a broad, low circular cylinder/platform, approximately 9–10 units wide and 0.45 units thick, in dark indigo/purple with a slightly rough, subtly metallic material. Put a glowing neon pink circular torus ring around the arena’s interior edge, lying flat on the ground. Around the outer perimeter, place 14 evenly spaced small faceted cone/pyramid “sky lantern” markers alternating cyan and pink, with emissive glow. Add a sparse field of tiny pink-white stars above and around the arena.

The playable character is a stylized low-poly/fantasy warrior with a sword, loaded from a humanoid warrior model if available. Place the player initially at (0, 0, 5) on the arena. The model faces the direction of travel and has idle and running animation states; play idle when stationary and run while moving. Make the character cast and receive shadows. The character can move in the arena’s horizontal plane with WASD or arrow keys, at about 5.2 units per second, normalized for diagonal movement, clamped to x and z between -7 and 7. No pointer lock, mouse look, or touch controls are required.

Place the rival opposite the player at approximately (0, 1, -3). Visually represent the rival as a hovering/floating faceted purple-blue icosahedron/crystal with a bright white spherical core inside or attached to it. Give it an emissive electric-violet appearance, slight metalness, and have it slowly rotate continuously while bobbing vertically around y=1. The rival is named “KAIRO” in the interface. Do not add enemy AI or attacks: the rival remains in place apart from its rotation and bobbing.

Implement the sole combat mechanic: pressing Space or Enter attempts a sword strike, with a 0.55 second attack cooldown. If the player is within 3.0 world units of the rival, subtract 20 from the rival’s 100 HP. Ignore attacks outside that range. Show a brief pale pink/white curved sword slash arc near the player’s upper body, visible for roughly 0.22 seconds after each valid attack attempt. When HP reaches zero, mark the rival defeated, show the centered message “RIVAL DEFEATED ✦” for about 2.2 seconds, and smoothly shrink the rival toward a tiny scale while it continues its defeat rotation. Do not reset or add additional rounds.

Overlay a fixed, pointer-events-disabled HUD over the canvas. In the upper-left show large bold spaced lettering “SKYBLADE” and the subtitle “ANIME DUEL // CHAPTER 01.” In the upper-right show a translucent dark-purple rounded card with a thin pink-purple border containing “RIVAL // KAIRO,” a rounded health bar, and the text “100 / 100.” The health bar should update in 20-point increments and use a cyan-to-light-lavender gradient like the reference. Centered near the top, use a large glowing message element that starts hidden and appears for the defeat announcement. Along the bottom center show a translucent dark pill with the instruction “ARROWS to move · ENTER to strike · defeat the rival” (it is acceptable for Space to work as an additional strike key). Use a polished anime/fantasy neon palette: #160d36-like background, indigo arena, hot pink glowing ring, cyan/pink perimeter lights, pale pink UI text, soft bloom-like emissive materials, fog, hemisphere lighting, a warm directional key light, and a cool cyan rim light. Enable antialiased rendering, shadows, and a cinematic tone-mapping/exposure treatment.

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