Appearance
Arcade › Storm Fist
Click the game above and it runs right here in your browser. No download, no installer, no account needed. hestyn.griffin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Storm Fist yet. Play it, then tell hestyn.griffin what you would add next.
Storm Fist was built by hestyn.griffin 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 Storm Fist 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 third-person 3D melee arena game titled “Storm Fist.” Use Three.js or an equivalent real-time 3D engine with a dark, nearly black-blue background and fog. The camera should be a behind-and-above follow camera focused on the player, roughly at a 62-degree perspective, with smooth damping; allow the player to orbit/turn the camera by dragging the mouse, without zooming or panning. The world is a large flat circular arena with a dark charcoal floor, subtle concentric blue-gray ring markings at radii 6, 12, 18, 24, and 30, soft shadows, cool hemisphere lighting, and a strong white directional light from above/side. The player is a stylized low-detail humanoid centered in the arena: a bright blue capsule-like torso, pale spherical head, small dark visor across the face, blue capsule arms, and short nearly black legs. The player starts at the arena center with 100 HP and can move at responsive speed using WASD or arrow keys. Movement is relative to the camera direction; the player rotates to face the movement direction and is constrained inside a radius of about 28.5. Also provide a mobile virtual joystick on the lower left for movement. The game begins with exactly seven red enemies positioned around the player in a broad circular arrangement, each at a random radius between about 8 and 16. Each enemy is a simple stylized humanoid made from a dark red capsule body and a very dark/black spherical head. Enemies continuously pursue the player, rotate toward them, and attack when within about 1.35 units. An enemy attack occurs about every 0.82 seconds and removes 7 HP, showing the message “Enemy hit you — counter with Skill 1.” Enemies have 72 HP, move at roughly 2.05–2.5 speed, briefly scale up when hit, and disappear when defeated. Implement one attack ability, Skill 1, activated by J, Space, or the large on-screen circular “SKILL 1” button. A single press performs a quick forward punch: briefly animate the player’s right arm, spawn a short-lived flattened blue energy explosion with a dark/black outer outline in front of the player, and damage every enemy within about 1.9 units of the explosion center for 26 damage, with a small knockback. Display either “Blue punch landed.” or “Blue punch missed — get closer.” A second press within 360 milliseconds converts the input into the alternate attack: a short-lived black lightning effect with bright red outlines, fired in the player-facing cone. It should target enemies within 9.5 units and within about 0.7 radians of the player’s facing direction, sort by distance, and damage at most four targets for 42 damage each with knockback. Draw jagged lightning lines from the player toward each target, and spawn a small blue explosion at each impact. Display “Double Skill 1: black lightning chain!” when it hits targets, otherwise “Lightning fired — aim at enemies.” The lightning/punch effects should fade rapidly over a fraction of a second. The HUD must be an unobtrusive white overlay. At the top left show the bold spaced title “STORM FIST,” with a status/message line below it. At the top right show live text values in three lines: “Score [number]”, “Enemies [remaining count]”, and “HP [rounded current HP]”. The player earns 100 score for each defeated enemy. When all seven enemies are gone, stop combat and show “Arena cleared — you win!” When HP reaches zero, stop combat and show “Game over. Press Restart or R.” Provide a Restart button that is hidden during play and appears on game over; clicking it or pressing R after game over restores the player to the center with 100 HP, score 0, seven newly positioned enemies, and the message “Fight restarted. Skill 1 is ready.” At the lower left, show a translucent dark rounded help panel with white instructions: “WASD / Arrow keys move. Mouse drag turns camera. J or Skill 1 attacks. Double-tap Skill 1 for black lightning with red outlines.” On touch/coarse-pointer devices show the translucent circular joystick above the help area, with a glowing cyan draggable inner stick. At the lower right show the large glossy blue circular Skill 1 button with a cyan highlight, deep blue center, dark edge, white bold stacked “SKILL 1” text, and a pressed scale/brightness response. Keep the overall visual style as clean, simple, colorful capsule characters and glowing arcade combat effects against a dark atmospheric arena. Include responsive resizing and touch-friendly controls.