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Spell Clash

  • 3d
  • first-person
  • arena-shooter
  • magic
  • wave-survival
  • action
  • mobile-friendly
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. Emily Tennant built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Spell Clash yet. Play it, then tell Emily Tennant what you would add next.

Make your own game

Spell Clash was built by Emily Tennant 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 Spell Clash 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 Spell Clash

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 3D first-person arena shooter called “Spell Clash” using a dark fantasy elemental-duel aesthetic. Render a circular nighttime arena from the player’s eye level with a perspective camera, a deep navy sky/background and fog, soft moonlight, blue ambient arena lighting, shadows, and a large dark stone circular floor. Mark the arena with a glowing violet perimeter ring and a subtle blue central sigil. Place four elemental shrines around the arena at the cardinal/intercardinal directions: short dark stone bases topped with glowing faceted crystals in fire orange, water cyan, air pale blue/white, and earth green. Scatter chunky dark rocks around the outer edge.

The player is a first-person mage located in the arena, with a visible lower-right arm/hand, short staff, and floating glowing spell core as a view model. Add gentle weapon bob while moving, camera bob, brief screen/camera shake on impacts and casts, and spell-colored feedback. Keep a small crosshair reticle at screen center. The player can move freely across the circular arena but is constrained inside its boundary. Desktop movement uses WASD or arrow keys. Mouse click on the canvas enables pointer-lock aiming; mouse movement looks around. On touch devices, show a large left virtual joystick for movement and allow dragging on the right side of the screen to look.

The core loop is wave survival: begin at Wave 1 with 4 + wave elemental rival mages spawning at random points near the outside of the arena. When all are defeated, after a short delay advance to the next wave, restore up to 16 health and 25 mana, and spawn a larger, stronger group. Rivals pursue and strafe around the player while trying to maintain an element-specific preferred distance, face the player, attack at range when within 14 units, and damage the player on close contact. Make each rival a readable small humanoid elemental duelist rather than a simple blob: visible skin-colored face with ears, nose, eyes/pupils, hair cap/back hair, colored jacket/tunic, belt, arms, hands, legs, boots, shoulder trim, a floating elemental orb, and a subtle point-light aura. Animate walking with arm/leg swings, body bob, head motion, rotating orb, and a casting pose/flash. Use strong faction colors: Fire orange/red, Water cyan/blue, Air pale white/cyan, and Earth green.

Implement four player spells, with mana costs and cooldowns matching these rules: Fire costs 6 mana and has about a 1.05-second cooldown; Water costs 14 and has a 0.55-second cooldown; Air costs 20 and has a 1.8-second cooldown; Earth costs 28 and has a 2.7-second cooldown. Mana regenerates continuously at 18 per second up to 100; health starts at 100. Fire is a special one-second juggle: pressing the Fire button or J starts charging/juggling a glowing orange orb between the visible hands for exactly about one second, with animated orbiting orb and hand motion, then automatically throws a fireball forward. The fireball travels quickly, deals 18 damage, knocks enemies back, and emits orange sparks. Water/Lance is an immediate cyan faceted piercing projectile fired along the camera aim direction; it travels quickly, deals 32 damage, pierces up to two enemies, knocks them back, and slows struck enemies slightly. Air/Pulse is an immediate frontal cone/gust rather than a projectile: affect enemies within 8 units and with a forward-facing dot-product greater than 0.48, deal 22 damage and strongly knock them backward, while showing pale wind/spark particles. Earth/Breaker creates five green stone spikes in a line ahead of the player, spaced roughly 2 units apart, which erupt visibly from the ground for less than a second and deal 26 damage with knockback.

Bind desktop spells as J=Fire, K=Water, L=Air, I=Earth. Also show four large tappable mobile buttons in a 2-by-2 cluster at the lower right, labeled Fire (Juggle • J), Water (Tap • K), Air (Tap • L), and Earth (Tap • I), with fire orange, water cyan, air pale cyan, and earth green labels. Dim buttons when their mana or cooldown makes them unavailable. Prevent casting while dead. Enemy factions must have distinct attacks: Fire mages fire two slightly spread orange shots; Water mages fire a slower cyan piercing shard that applies a temporary movement slow; Air mages fire three spread pale wind-blade projectiles with strong knockback; Earth mages fire heavy falling/arching green rocks with gravity and, at close range on a special cooldown, erupt three ground spikes toward the player. Enemy health should scale with wave and element: fire normal, water slightly tougher, air somewhat frailer, and earth substantially tougher and slower.

Defeated enemies award score (12 times current wave), increment Defeated and the combo count, and update Best Combo; taking damage resets the combo. Occasionally spawn a floating, spinning faceted elemental shard at a defeated enemy’s position. Shards expire after several seconds and, when collected by proximity, restore 8 health and 24 mana with matching spark effects. Enemies produce elemental sparks on death and impact. The player takes continuous contact damage from nearby enemies and projectile/spike damage, has a brief invulnerability window after being hit, and loses when health reaches zero. On defeat, stop combat, display a centered “You fell” message explaining that tapping any spell button or pressing J/K/L/I restarts, and make a spell button restart the game. Press R at any time to reset.

Use a translucent rounded glass-like HUD over the game. At the top, show Score, Defeated, and Best Combo, plus horizontal Health and Mana bars (health warm pink/orange gradient, mana cyan/purple gradient) and a pill-shaped Wave 1/Wave N badge. Show centered temporary messages for the title, wave transitions, spell descriptions, and defeat. Include a translucent instructional tip near the bottom explaining desktop click-to-lock/WASD and phone right-side look. Keep the overall visual style stylized low-poly 3D, readable silhouettes, emissive elemental colors, dark navy environment, soft bloom-like glow from materials/lights, and strong contrast between the player powers and the arena.

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