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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 arena melee fighter called “Storm Fist” using a dark stylized Three.js-like presentation. The camera should follow behind and above the player, smoothly tracking their current facing direction, and look ahead over the fighter into a circular arena. The arena is a flat dark blue-gray circular floor about 23 units in radius, with a subtle glowing blue perimeter ring and many evenly spaced short dark-blue posts around the rim. Use a nearly black navy background and light atmospheric fog. Lighting is cool and dramatic, with soft shadows, a bright directional key light, and blue ambient fill. The player is a simple low-poly humanoid robot/fighter centered in the arena: blue capsule-like torso, blue spherical head, blue arms and legs, dark nearly black chest band/accent and dark fists. Seven enemies spawn in a ring around the player, roughly 12.5 units away. They have the same simplified humanoid construction but are vivid red/pink with black/dark accents. Enemies continuously chase the player, rotate to face them, and deal 7 contact damage approximately once per second when within close range. Their movement speed is about 2.4 units/sec and rises as their health decreases. Enemies have 65 health each, can be stunned and knocked back, and disappear with a red particle burst when defeated. Keep all fighters constrained inside the arena boundary. The goal is to defeat all seven enemies while surviving. The player starts with 100/100 health. Show a large top HUD: on the upper left, a rounded dark translucent panel labeled “HP,” containing a bright pink-to-orange horizontal health bar and a numeric health value; on the upper right, a matching rounded panel labeled “Enemies” with the count of living enemies. Show temporary large centered action messages such as “Storm Fist,” “Storm Punch,” “Black Lightning,” “Dash Combo,” “Ruin Slam,” “Arena Cleared,” and “Defeated.” When the player wins or loses, show a restart button. Support both desktop and mobile controls. On desktop, WASD and arrow keys move the player; movement direction immediately becomes the fighter’s facing direction. Number keys 1, 2, and 3 activate the three skills. On mobile, provide a large circular translucent blue virtual joystick at bottom left with a bright blue draggable knob, and three large rounded dark red/black skill buttons on the right/bottom-right. Buttons should visibly show a blue number and label: “1 Punch / Bolt,” “2 Dash Combo,” and “3” with “Ruin Slam” (when ready, the third button’s lower text can show its cooldown in seconds). The joystick controls movement and aiming, and the fighter faces the current movement direction. Implement the three skills exactly as follows. Skill 1, “Storm Punch / Black Bolt,” has two behaviors based on taps: a single press creates a short-range blue spherical explosion with a dark/black outer outline in front of the player, blue particles, and damages nearby enemies around the impact (18 damage, approximately 2.35-unit hit radius). If the skill is pressed twice within roughly 330 milliseconds, instead fire three medium-range black jagged lightning bolts with vivid red outlines in a narrow fan in front of the player; the bolts travel visually about 10.5 units and damage enemies within 11 units that are in front of the player for 28 damage, with knockback. Single press cooldown is about 0.55 seconds; double-tap bolt cooldown is about 1.8 seconds. Skill 2, “Dash Combo,” has a roughly 4.2-second cooldown. The player dashes forward up to about 7.3 units, preferably toward the nearest enemy in front within 8 units. If an enemy is hit, perform four rapid successive punches, with blue impact explosions on the target: the first three hits deal 9 damage and the final hit deals 24 damage. The final hit also emits five black lightning bolts with red outlines in a fan. Show a short dark/blue lightning trail during the dash and briefly lock normal movement while the combo plays. Skill 3, “Ruin Slam,” has a roughly 9.5-second cooldown and requires a target within about 8.5 units, preferring an enemy in front but otherwise choosing a nearby enemy. Briefly make the player invulnerable and lock the action. Dash/grab the first target, lift and slam it, pull a second living enemy into the same area, and slam the pair. Visually show a blue explosion at the slam. The player then jumps high and detonates a large blue spherical blast with a dark outline at the slam center, surrounded by twelve black lightning bolts with red outlines and many red particles. At detonation, halve the player’s current health (but never below 1) and halve the current health of every living enemy within 11 units (also never below 1). At the end, apply an additional 22 damage to the first and second grabbed enemies. If there is no target, display “No target” and do not activate the skill. Use short-lived visual effects: spherical blue explosions with black outer shells, red and blue particle bursts, and jagged black lightning geometry surrounded by red outline geometry. Make attack animations and jumps readable but simple, preserve the high-contrast dark arena with bright blue/red abilities, and make cooldown buttons show a countdown like “8.8s” while unavailable. The game should clearly communicate when enemies remain, the player is damaged, an ability is active, the arena is cleared, or the player is defeated.