Appearance
Arcade › Spirit Blade
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aceite Hirviendo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Spirit Blade yet. Play it, then tell Aceite Hirviendo what you would add next.
Spirit Blade was built by Aceite Hirviendo 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 Spirit Blade 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 third-person 3D arena combat game titled “Spirit Blade,” matching the supplied implementation and visuals. Use Three.js or an equivalent WebGL 3D engine. Set the scene at night in a large flat square arena: dark navy ground, a very dark blue background/sky, atmospheric fog, soft warm key light and cool blue rim lighting. Place three thin glowing blue concentric rune rings on the floor at radii about 4, 8, and 13 units. Around the outer area, arrange 18 small floating cyan-blue glowing faceted octahedral spirit crystals in a circular perimeter, alternating slightly in size and radius. Keep the arena otherwise empty. Use a behind-the-player third-person camera with a perspective view, following a human adventurer/warrior avatar standing near the center/south side of the arena. The avatar should be a modular low-poly fantasy adventurer with brown/olive armor, boots, a helmet or dark head, and visible arms and legs, lit dramatically by the blue and warm lights. The player starts at approximately world position (0, 0, 7), faces toward the arena center, and can move with WASD or arrow keys. Include jumping with Space. Movement should be smooth and use gravity and a jump arc; use a third-person controller with camera distance around 6 units and movement speed around 4.7. Spawn exactly three cute purple alien-like spirit monsters at approximately (-5, 0), (0, -5), and (6, -1) in the arena. They should be rounded, squat, cartoonish purple creatures with dark facial features and bright eyes, using animated low-poly monster models if available. Each enemy has 2 hit points, is initially idle/slowly bobbing or rotating, and becomes aggressive when the player is within 7 units. Aggressive enemies move directly toward the player at about 1.1 units per second until within 1.7 units, then damage the player for 9 energy and respect about 0.8 seconds of invulnerability between hits. Enemies should rotate toward the player while pursuing and have a subtle idle rotation/bob. Implement the attack as a short-range directional melee strike, activated by the on-screen ATK button or keyboard J/Enter. Prevent attacks during a roughly 0.42-second attack cooldown. On attack, briefly show a white screen flash. Check enemies within 2.8 units of the player and in front of the player (forward-vector dot direction-to-enemy greater than 0.15); each valid hit removes one enemy hit point, briefly scales/flashes the enemy as feedback, and destroys it after its second hit. Defeated enemies disappear and increment the score. Do not add ranged weapons, loot, extra enemy types, combos, or other abilities. Start the player at 100 HP. Present this as an energy bar rather than a conventional health bar: the HUD shows a horizontal bar filled with a pink-to-yellow gradient, and text reports “Energia: 4” initially by rounding HP upward in 25-point units. Update the count of living enemies. When all three are defeated, change the status text to “Arena limpa!”; when HP reaches zero, show “Você caiu...”; otherwise show “Derrote os espíritos”. Build a clean fixed HUD over the 3D view. In the upper-left, make a translucent dark navy rounded panel with a thin cyan border/glow, showing the cyan uppercase title “SPIRIT BLADE,” the status line, the gradient energy bar, and small pale-blue stats text in Portuguese such as “Energia: 4 · Inimigos: 3”. Along the bottom center, show a translucent rounded hint pill reading “WASD / setas para mover · espaço para saltar · ataque para golpear”. In the lower-right, place a large circular orange-red glowing button labeled “ATK,” with a pale yellow border; it should shrink slightly while pressed and support touch/pointer input. Use Portuguese UI text, dark navy/cyan/purple/orange color styling, soft bloom-like emissive materials, shadows, and a polished low-poly fantasy arcade aesthetic. Keep the camera and HUD composition similar to the reference: the adventurer centered in the foreground, enemies spaced left and right in the midground, crystals around the perimeter, and the large nearest blue ring visible at the bottom of the frame.