Appearance
Arcade › Spellbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hades Death built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Spellbound yet. Play it, then tell Hades Death what you would add next.
Spellbound was built by Hades Death 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 Spellbound 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 game titled "Spellbound", a fast elemental card duel presented as a Three.js/WebGL 3D fantasy arena with a fixed, slightly elevated perspective camera. The scene should show a dark, foggy magical environment: a low nine-sided dueling platform, glowing elemental orbs around its rim, floating emoji-like elemental rune icons around the arena, colored ambient motes, and map decorations. Place two small stylized low-poly casters opposite each other on the platform: the player at front-left and the opponent at back-right, each with a robe/body, head, wooden staff, glowing staff gem, character badge, and a slowly rotating glowing aura. Add subtle hovering/bobbing and small movement pulses when an action happens. Use rich dark glass UI panels, bright gradients, glow, depth shadows, and purple beveled buttons. Spell effects should be visible in the 3D arena: colored additive particles traveling between casters, expanding magic rings, impact bursts, healing particles, summon bursts, and light screen shake. Use simple synthesized/CC0-style sound effects for card draw, card play, upgrades, queue taps, and magic events. Main menu / setup: show a centered translucent modal titled Spellbound with the description that this is a quick elemental card duel. Let the user select one of three maps before starting: Astral Court (dark purple, cyan/purple elemental decor and stars), Ember Ring (dark red/brown, orange/yellow crystals and ember palette), or Moon Grove (dark green, green trees and grove palette). Let the user select one of three characters: Star Witch (purple robe, pink/light gem, sparkle badge), Rune Knight (teal robe, teal gem, shield badge), or Beast Tamer (green robe, lime gem, wolf badge). The selected character changes the opponent styling/name: Star Witch faces Rift Warlock, Rune Knight faces Iron Hexer, and Beast Tamer faces Bone Caller. Include buttons for Practice Duel, Online Mode, and Tutorial. The Tutorial modal explains the rules. Practice starts the AI duel; Online Mode is explicitly same-device PvP rather than real networking and first opens a short queue mini-game with a glowing orb that moves around a small box; tapping the orb increments queue score, and after roughly 3.6 seconds the duel begins with extra starting spark based on score (1 plus up to 3 bonus points). Match rules and state: both sides begin at 100 HP, zero shield, a shuffled deck containing two copies of every card, and seven cards in hand. The player and enemy each have their own deck, hand, discard pile, summons, spark resource, and four upgrade levels. The first side whose HP reaches 0 loses. In Practice Duel, the player starts, while the Rift Mage AI gets one action on its turn and then returns control. In same-device PvP, alternate turns and label the active side Player 1 or Player 2; pass the device after each action. On an active turn, the side may draw exactly one card or play exactly one card; drawing or playing immediately passes the turn. The Pass/End Turn button triggers that side's summons, checks victory, auto-refills an empty hand if necessary, and passes. If a hand becomes empty, automatically draw up to three cards from the deck, reshuffling the discard pile into the deck when needed. A card's own draw effect draws a card as part of its resolution, but the action still passes afterward. Damage is absorbed by shield before HP. Shields normally cap at 40; summon-triggered shield gain uses a 30 cap. HP healing cannot exceed 100. Cards: render the player's hand as a row of interactive glassy cards along the bottom, showing name, type, element, emoji icon, and rules text. Physical cards use red/orange styling and direct elemental attacks; Support cards use green styling and heal, shield, or draw; Summoning cards use purple styling and create a creature whose effect triggers at turn end. Include this card library and exact base effects: - Flame Jab, Physical/Fire, 14 damage. - Stone Slam, Physical/Earth, 16 damage. - Tide Cut, Physical/Water, 12 damage and heal 4. - Storm Kick, Physical/Lightning, 18 damage and 3 recoil damage to caster. - Frost Palm, Physical/Ice, 13 damage and shield 3. - Gale Slash, Physical/Air, 15 damage. - Renew, Support/None, heal 18. - First Aid, Support/None, heal 10 and draw 1. - Vine Guard, Support/Nature, shield 12. - Mist Veil, Support/Water, shield 8 and draw 1. - Solar Mend, Support/Light, heal 12 and shield 6. - Focus Chant, Support/None, shield 16. - Wolf Spirit, Summoning/Creature, summon wolf that deals 10 at summon trigger. - Ember Imp, Summoning/Creature, summon imp that deals 8 plus burn 4 at summon trigger. - Moon Sprite, Summoning/Creature, summon sprite that heals 8 at summon trigger and has shield 4 data. - Thunder Drake, Summoning/Creature, summon drake that deals 14 at summon trigger. - Stone Golem, Summoning/Creature, summon golem that deals 6 and grants shield 6 at summon trigger. - Frost Crow, Summoning/Creature, summon crow that deals 9 and heals 3 at summon trigger. - Lava Uppercut, Physical/Fire, 20 damage and 4 recoil. - Leaf Needle, Physical/Nature, 11 damage and draw 1. - Crystal Armor, Support/Earth, shield 18. - Rain Blessing, Support/Water, heal 8, shield 8, and draw 1. - Phoenix Ash, Support/Fire, heal 22 and 2 recoil. - Mirror Fox, Summoning/Creature, summon fox that deals 7 and grants shield 4 at summon trigger. - Aqua Turtle, Summoning/Creature, summon turtle that heals 5 and grants shield 8 at summon trigger. - Star Moth, Summoning/Creature, summon moth that deals 5 and heals 5 at summon trigger. When a summon card is played, visually show a temporary emoji creature sprite appearing near its caster with a summon ring/burst; maintain the summon effect in state for later triggers. Summon effects trigger at the end of the summoner's action/turn, including when playing a card and when pressing Pass. HUD during battle: at the top, show two large glass hero panels with the player/character name and HP text on the left and opponent name and HP text on the right, each with a glowing horizontal health bar. Include shield amount in the HP text when present. Center a bold turn pill reading Your Turn, Enemy Turn, Player 1 Turn, Player 2 Turn, or Game Over. Put Draw 1 and Pass controls near the upper-right; disable them when it is not the active human side, after the human has already drawn, while the AI is thinking, or after game over. The hand remains at the bottom and cards are tapped/clicked to play immediately. Add a glass Upgrade panel near the upper-left/central HUD with a spark count and four buttons: Power, Healing, Ward, and Summons, each displaying its current level out of 3. Actions and played cards grant spark, capped at 9; upgrades cost one spark. Power adds 2 damage to Physical cards per level. Healing adds 3 healing per level. Ward adds 3 shield per level and increases protection effectiveness as represented by the shield system. Summons adds 2 summon damage per level and 1 summon healing/shield per level. Show colored upgrade rings and bursts when purchased. In Practice Duel, the enemy AI can spend its spark before acting and chooses upgrades according to persona preference (Aggressive favors Power, Guardian favors Ward/Healing, Beast Caller favors Summons). Add a compact Duel Chat panel with recent messages, speaker colors, a text input limited to 60 characters, and Send button. In Practice, initialize it with an opponent persona message and a system tip that drawing or playing passes the turn; player messages receive short AI replies. In PvP, label messages Player 1, Player 2, or System. Keep a short combat log showing recent draws, card plays, damage, healing, shields, summon effects, upgrades, passes, and win/loss messages. AI behavior: randomly assign the Rift opponent one persona each Practice Duel: Aggressive (prefers Physical cards, draws when hand is low at about 3 or pressures early), Guardian (prefers Support and draws below about 4), or Beast Caller (prefers Summoning, draws below about 3 and seeks creatures). The AI chooses exactly one action per turn: draw one card or play one card, with urgent healing/shielding when below 45 HP, preferred-type cards otherwise, and sensible attack/summon fallback. It should show a brief thinking delay, opponent chat lines, and action movement pulse. End the duel at 0 HP with a centered Victory/Defeated or Player 1 Wins/Player 2 Wins banner, explanatory text, and a Play Again button returning to the menu. Use responsive layout for desktop and mobile: the top hero panels become a two-column mobile layout with the turn pill beneath, controls stack vertically, and the hand cards shrink while remaining tappable. Keep the arena visible behind the HUD, with dark navy/purple default background and bright cyan player health versus coral-to-gold enemy health. The overall feel is a polished but compact magical card battler using emoji/iconography, neon elemental VFX, glassmorphism, and turn-based interaction rather than a real-time action game.