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Storm Fists

  • 3d
  • melee
  • arena
  • action
  • third-person
  • sci-fi
  • arcade
0
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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. hestyn.griffin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Storm Fists yet. Play it, then tell hestyn.griffin what you would add next.

Make your own game

Storm Fists 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 Fists 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 Storm Fists

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 browser-playable third-person 3D melee arena game titled “Storm Fists” using Three.js or an equivalent 3D engine. The game takes place in a dark, circular sci-fi arena: a large charcoal/navy floor with a visible square grid, a circular boundary ring, and evenly spaced short rectangular pylons around the perimeter. Use a nearly black-blue background and fog, with cool blue/purple lighting and strong soft shadows. Keep the camera behind and above the player in an over-the-shoulder/third-person view, looking toward the player’s upper body; allow the camera to orbit horizontally and adjust pitch with mouse drag or touch drag on the canvas. Add a small diamond-shaped blue reticle at screen center.

The player is a stylized glowing blue capsule-like humanoid fighter at the center/front of the arena. Build the avatar from a cyan-blue capsule body, dark rounded head, and two dark red/black-looking spherical fists, with a faint circular aura ring at the feet. The player starts at world position approximately (0, 0, 6), has 100 health and 100 energy, regenerates energy at about 10.5 per second, and is constrained inside the circular arena. Move with WASD or the arrow keys relative to the camera; movement speed is about 7.2, and the avatar faces its movement direction. Enemies should be simple stylized red/pink capsule humanoids with dark heads and dark fists, each with a faint red aura ring.

Start with six enemies at fixed approximate positions around the player: (0,-7), (5,-5), (-5,-5), (8,2), (-8,1), and (0,11). Each enemy has 72 health, chases the player, moves faster as its health gets lower, and attacks at close range (within about 1.45 units), dealing 7 damage with roughly a 1.05-second hit cooldown. Enemy attacks should briefly flash the player red, create a red ring at the player, cause camera shake, and show a short “Enemy hit you” message. Defeated enemies should sink/fall slightly and rotate, while showing a red impact ring. The goal is to defeat every enemy; display victory when the arena is cleared, or defeat when player health reaches zero. Include a restart button after either outcome and support the R key for restart.

Implement the exact three energy-based skills, with cooldowns, action locks, hit effects, and on-screen feedback:
1. Skill 1 costs 12 energy and has a short 0.42-second cooldown. A single press performs a forward blue explosion punch: spawn expanding cyan/blue and black outlined sphere bursts and rings about 1.6 units in front of the player, damaging enemies within about 2.35 units for 23 damage, with a small camera shake. Show “Blue explosion punch.” If Skill 1 is pressed twice within about 0.38 seconds, treat it as a double tap instead: spend 24 energy, use a 1.2-second cooldown, and fire a fan of six black lightning bolts with bright red outlines forward up to roughly 9 units, damaging enemies in the forward area for about 31 damage. Show “Double tap: black lightning.”
2. Skill 2 costs 28 energy, has a 4-second cooldown, and performs a forward dash of about 6.8 units over 0.24 seconds. Leave small blue rings along the travel path. If the dash reaches an enemy within about 1.75 units, chain a four-hit combo with blue explosion effects, alternating side positions, and damage approximately 9, 9, 9, then 16 plus area damage on the final hit. The final hit emits five black lightning bolts with red outlines and displays “Final hit: five black bolts.” If no enemy is hit, end the action normally. Display “Dash combo” when activated.
3. Skill 3 costs 45 energy, has a 9-second cooldown, and performs a forward grab dash of about 7.5 units over 0.32 seconds. If it reaches an enemy within about 1.8 units, start the cataclysm sequence: slam the first enemy for about 22 damage and stun it, find the nearest other living enemy, pull it toward the first with a black/red lightning trail and red rings, then slam both enemies. Briefly jump the player upward to about 2.9 units, then detonate at the landing point with expanding black and red sphere bursts, large black/red rings, camera shake, and many radial black lightning bolts with red outlines. The detonation forces the player’s health to at most 50% and reduces every living enemy’s health to at most 50%, then applies a small additional damage hit. Show messages such as “Cataclysm grab slam,” “Ground slam,” “Pulled enemy slam,” “Jumping detonation,” and “Cataclysm: everyone cut to half health.” If the grab dash misses, show “Grab missed.”

Use bright additive blue effects for normal punches and path rings, and black lightning cores with vivid red outlines for the special lightning and cataclysm effects. Add brief expanding rings, sphere bursts, impact flashes, and camera shake to make attacks readable. Enemies should be stunned briefly by attacks, knocked back from damage, and stop acting during stun. Skills cannot activate during their cooldown, while another action is locked, after game over, or without sufficient energy; show “Not enough energy” when appropriate.

Create a fixed HTML HUD over the 3D view. At top left, use a translucent dark panel with a thin blue-gray border and labels “HEALTH” and “ENERGY.” Health is a red-to-orange horizontal bar; energy is a cyan-to-violet horizontal bar. Under them show “Enemies left: N | Action: ready” and update the action text to states such as “blue explosion punch,” “black lightning double-tap,” “dash combo,” and “cataclysm slam.” At top right, show a translucent objective panel reading approximately: “Third-person melee arena. Move with WASD/left stick, mouse or drag to turn. Get close and chain skills: 1/2/3 or the buttons.” On the lower left show the control legend: “WASD move,” “Mouse drag turn,” “1: Punch / double-tap lightning,” “2: Dash combo,” and “3: Cataclysm slam.” On the lower right place three large dark gradient skill buttons labeled “1 Blue Punch double tap = bolts,” “2 Dash Combo,” and “3 Cataclysm.” Buttons should work with pointer/touch input as well as keyboard 1/2/3, and show a dark cooldown overlay with remaining seconds. Center-screen messages should fade in/out for actions and events. Include a “Restart Fight” button on game over. Expose game state functions equivalent to getGameState and setGameState for health, energy, enemy state/health, positions, cooldowns, current action, game-over, and victory state.

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