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Arcade › Steel Timing
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nade ali built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Steel Timing yet. Play it, then tell nade ali what you would add next.
Steel Timing was built by nade ali 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 Steel Timing 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 3D third-person sword-dueling game titled "Steel Timing". Use a dark, atmospheric medieval arena: a large flat circular gray stone platform with a thin glowing gold torus ring around its edge, twelve evenly spaced chunky gray stone pillars around the perimeter, dark blue-gray background, fog, soft shadows, and warm directional light mixed with cool ambient light. Render with a perspective camera positioned behind and above the player, following the player at roughly 6 units distance; keep both combatants visible when possible. Place two animated knight characters in the arena facing one another. The player is a golden-female knight positioned initially near the front/south side of the arena, and the rival is a male knight positioned opposite near the north side. Give each a visible sword assembled from a silver metal blade, small crossguard, and brown hilt; use gold accents for the player sword and silver/slate accents for the rival sword. Characters should cast and receive shadows and use idle, walk, sword-slash, hit-reaction, and defeat animations when available. Continuously turn the two fighters to face each other. The core gameplay is timing-based melee combat. The player can freely move in third person with WASD (or equivalent movement controls), jump with Space, and press Q to slash. A slash enters an attack animation and, after a short timing delay, deals 20 damage if the rival is within approximately 2.8 world units and generally in front of the player. The rival begins at full health and has a simple repeating AI: after roughly 2.2–2.4 seconds, start an incoming sword attack with an approximately 0.85-second wind-up. During the wind-up, display an uppercase gold status message "INCOMING ATTACK". Press and hold E to block or R to counter; using either during the incoming attack prevents the player from taking damage and stuns the rival. A block deals 28 damage to the rival and shows "Blocked — counter next time"; a counter deals 28 damage and shows "PERFECT COUNTER!". A mistimed or absent defense causes 18 player damage and shows "You were hit". The counter/block defense is evaluated at the attack impact, so the player must time it just before the strike. If counter is held during the wind-up, the status should read "COUNTER WINDOW". After being stunned, the rival recovers and resumes attacking. The rival should react to normal player hits with a hit animation and show "Clean hit!". Start both health values at 100 and represent damage with two horizontal bars in a fixed HUD panel: green "Your health" and pink/red "Rival health". The top-left HUD panel should be a dark translucent rounded rectangle with a subtle light border, the title "STEEL TIMING" in bold white uppercase text, the two health labels and bars. Add a top-right dark translucent instructions panel reading: "WASD move · Space jump", "Q slash · E block · R counter", and the hint "Counter just before impact to stun the rival." Hide or reduce this hint on narrow mobile screens. At the bottom center, provide three large rounded touch/mouse buttons with press-depth shadows: red "SLASH" with "Q" underneath, blue "BLOCK" with "E", and purple "COUNTER" with "R". Buttons must support pointer/touch press and release, with block and counter remaining active only while held. Keyboard controls should mirror them. On mobile, make the buttons slightly smaller and closer to the bottom edge. When the rival reaches zero health, stop combat, show a centered uppercase "VICTORY" status and the message "The counter fighter wins", and play the rival defeat animation. When the player's health reaches zero, stop combat, show "DEFEAT" and "Tap a combat button to restart", and play the player defeat animation. Press Enter or Space after either outcome, or tap any combat button, to restart with both health bars full and fighters returned to their starting positions. Show short centered combat feedback messages above the buttons, such as the hit/block/counter messages. Keep the overall visual style clean, minimal, dark navy UI with bright action-color buttons and polished low-poly/animated 3D knight presentation; do not add weapons, enemies, scoring, inventory, or mechanics beyond this duel.