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Starfall Clash

  • 3d
  • third-person
  • arena
  • shooter
  • sci-fi
  • anime
  • action
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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. Eneko Ros built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starfall Clash yet. Play it, then tell Eneko Ros what you would add next.

Make your own game

Starfall Clash was built by Eneko Ros 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 Starfall 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 Starfall 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 playable Three.js-style third-person 3D arena prototype titled “Starfall Clash.” Show a dark navy sci-fi arena at night: a large flat circular blue floor with a glowing cyan ring boundary, a nearly black-blue background, light fog, cool cyan overhead lighting, and a magenta/pink rim light in the distance. Scatter 18 simple rectangular cover blocks around the arena perimeter in alternating deep blue and dark purple materials; vary their heights between roughly 1.2 and 2.1 units and rotate them around the circular arena. Use a perspective third-person camera following the player from behind and slightly above, with the player starting near the front/right side of the arena and facing inward. Use low-poly/modular sci-fi humanoid character models: armored anime-like soldiers in dark gray/black suits with vivid cyan-blue accents. The player is centered in the camera view, with five enemy soldiers and four allied soldiers distributed around the arena; enemies and allies should be visually similar, with opposing facing/orientation enough to distinguish their roles.

Core loop: the player moves around the arena with WASD using third-person controls, can jump with Space, aims generally in the camera’s forward direction, and fires glowing projectile spheres with left click. Hold left click for repeated firing, with about a 0.45-second shot cooldown. Projectiles are small pale yellow spheres with a pink/orange emissive glow, travel quickly in a straight horizontal direction, and expire after about 1.2 seconds. When a projectile comes within roughly 1.25 units of an enemy, instantly eliminate that enemy, increment the Elims score, restore 2 points to the team meter (capped at 100), hide the enemy for about 1.2 seconds, then respawn it at a random location within the arena. Enemies continuously approach the player until they are within about 3 units, then occasionally damage the team meter; reduce the meter by 1 when an enemy attack triggers, unless the player is currently parrying. Allies wander gently around their positions. Include a small glowing ring/crosshair attached near the player’s forward view; tint it yellow while stationary and pink while moving.

Add abilities: Left Shift performs a dash in the camera-forward horizontal direction, moving the player about 1.3 times their class speed instantly, with an approximately 0.8-second cooldown. Right mouse button activates a short parry window of about 0.32 seconds, with the same short cooldown/readiness treatment in the HUD. Space also sets a charged-shot state in the prototype, but preserve the visible prototype behavior and controls rather than inventing extra charge mechanics. The displayed help text may describe a “one-shot” charged headshot rule, but the implemented prototype scoring should follow the simple projectile proximity hit behavior above. Support ordinary third-person gravity and jumping.

Implement three selectable random styles/classes through a top-right “✦ Draw Style” button. Clicking it randomly chooses Vanguard, Duelist, or Oracle and briefly displays a centered “STYLE UNLOCKED: [CLASS]” banner in that class’s color. Vanguard is cyan, Duelist is hot pink, and Oracle is lavender; the selected class changes movement speed (Vanguard 8, Duelist 10, Oracle 7) and the class card updates, while the prototype’s actual special-skill behavior remains the dash/parry controls. Start as Vanguard. Keep a dark cinematic, clean low-poly sci-fi/anime visual style with soft shadows, fog, emissive projectile and arena accents, and no extra menus or invented systems.

Overlay HUD must match the prototype: at upper left, cyan letter-spaced title “STARFALL CLASH” and subtitle “5v5 anime arena • prototype slice.” At upper right, a translucent rounded dark card showing “Class: Vanguard,” “Elims: 0 · KOs: 0,” and a horizontal team bar initially at 50%, using a cyan-to-pink gradient. Place the Draw Style button below/right of that card. At bottom left, a translucent help card reading “WASD move · Shift dash · Space jump · Click fire · Right-click parry” and “One-shot rule: land a charged headshot to score.” At bottom right, two rounded ability cards labeled SHIFT / Dash and RMB / Parry, each showing “ready” or a short numeric cooldown. Use a centered temporary unlock banner for style draws. Keep KOs displayed but leave it at its prototype starting behavior unless a real knockout rule is explicitly implemented.

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