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Arcade › Street Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liara Mike built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Street Duel yet. Play it, then tell Liara Mike what you would add next.
Street Duel was built by Liara Mike 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 Street Duel 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 mobile-first stylized low-poly 3D third-person arena shooter called “Street Duel.” Render a dark warm sunset-like scene with a deep purple background/fog and a large circular flat arena platform: a muted mauve/brown cylinder with a glowing orange-red torus ring around its outer edge. Use a high over-the-shoulder camera positioned behind and above the player, approximately at (0, 7.5, 9.5), smoothly following the player and looking toward their upper body and slightly forward. Use strong soft shadows, warm hemisphere lighting, and high-contrast simple geometric character models. The player is centered in the arena and is a blocky stylized street hero made from primitive meshes: orange/rust rectangular torso, dark rectangular legs, orange arms, a dark hood-like rectangular cap, brown spherical head, and two small dark pistols held forward. The player can move freely on the arena plane, with WASD or arrow keys on desktop and a virtual joystick at bottom left on touch devices. Movement speed is about 7.5 units/sec and clamp the player inside the circular arena, roughly radius 16.6. Face the direction of movement. Show a small flat golden ring aim marker on the ground about four units in front of the player. Enemies are waves of similarly primitive humanoid ninjas. Give them very dark purple/black bodies and limbs, a magenta hood/cap, and a very dark head. Spawn wave 1 with 3 enemies, placed randomly around the player at radius 10–15; each following wave has one additional enemy. Enemies slowly chase the player but stop when within about 5.6 units, turn toward the player, and periodically fire glowing projectiles if within 14 units. Increase enemy movement speed slightly with wave number and reduce their firing interval slightly as waves rise. Enemy projectiles are small glowing pink/red spheres and move toward the player; on impact they remove one health point. The player’s right-side FIRE button (also Space on desktop) should continuously fire while held, with a 0.18-second cooldown. Each shot fires two glowing yellow-orange spherical bullets, one from each pistol, toward the nearest living enemy; if there is no target, shoot in the player’s facing direction. Friendly bullets move quickly and eliminate an enemy in one hit on collision, awarding 100 points. Bullets should have short lifetimes and disappear outside the arena. Enemies disappear when defeated. When all enemies in a wave are gone, wait about 1.4 seconds, increment the wave, and spawn the next wave. Start with 5 health; when health reaches zero, stop gameplay and show a centered translucent dark overlay with large white “Game Over,” smaller “Final score N — tap restart,” and a prominent rounded orange-to-pink gradient Restart button. Restart resets score, wave, health, player position, bullets, enemies, and gameplay state. Include a top-right Pause button that toggles to Resume and freezes gameplay. Build the HUD as fixed, phone-readable translucent dark rounded panels across the top: left panel “Score: 0,” centered panel “Health: 5 · Wave: 1,” and right “Pause.” At the bottom, place a large translucent circular virtual joystick with a smaller gray knob on the left and a large circular orange/yellow-to-magenta gradient button labeled “FIRE” on the right. Support touch drag/release joystick behavior and held touch firing, plus keyboard controls: WASD/arrow movement, Space fire, P pause, and R restart after game over. Use simple synthesized shooting/hit sounds if available, but keep the visuals and mechanics the priority. Expose getGameState() and setGameState(patch) for player position/velocity/health, score, wave, paused, gameOver, enemy data, and projectile counts.