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Arcade › Volt Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nicholas Davidson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Volt Duel yet. Play it, then tell Nicholas Davidson what you would add next.
Volt Duel was built by Nicholas Davidson 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 Volt 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.
Rebuild a playable game titled “Volt Duel” as a fast 2D side-view fighting duel with a dark electric-cosmic pixel-art presentation. Use Three.js (or an equivalent 2D/orthographic renderer) with an orthographic camera and a wide side-on arena. The camera should show two fighters on a horizontal floor, keep them centered as they move, and add subtle screen shake and brief hit flashes during impacts. Render all art procedurally in chunky, nearest-neighbor pixel style: small block-built fighter sprites with dark outlines, glowing colored accents, animated poses, auras, weapon trails, shadows, sparks, and particles. The stage is a navy/black cosmic ritual arena with horizontal dark bands, scattered stars, blue and purple nebula-like patches, tall neon-windowed towers at the sides, rotating concentric square/cross sigils in the background and floor, cracked/flickering floor markings, and occasional pixel lightning in the sky. Keep the palette dark blue-black with fighter-specific cyan, purple, pink, green, or violet glow. Core loop: first show a fighter-selection lobby. Let the player select one of five fighters, optionally choose a “New Rival” (an AI opponent different from the player), then start the duel. During a round, the player wins by reducing the AI opponent’s health to zero; show Victory or Defeat in the overlay and allow selecting again or restarting. Start fighters near opposite sides of the arena, clamp movement to the arena boundaries, and display round number 01. Expose optional debugging state functions equivalent to window.getGameState() and window.setGameState(). Roster and distinct visual identity/stat spread: - Astral Knight, “Runebound Titan”: blue rune armor with gold trim, cosmic sigils, balanced spear/sword duelist; speed 7.0, max health 104, guard 64, slash range 2.1/damage 9, heavy range 2.3/damage 17, special range 3.5/damage 23, knockback 6. - Umbra Fang, “Shadow Wolf Rogue”: purple-black wolf-like rogue with spectral beast aura; speed 8.2, health 94, guard 56, slash 2.05/10, heavy 2.15/14, special 3.2/21, knockback 5.6. - Crimson Star, “Moon Shuriken Ninja”: hot-pink armored ninja with star-blade details; speed 7.6, health 98, guard 58, slash 2.25/9, heavy 2.35/15, special 3.65/22, knockback 5.8. - Plague Saint, “Toxic Relic Doctor”: green plague-doctor/alchemist silhouette with bottles, claw-like gauntlets, cloak and toxic glow; speed 6.2, health 112, guard 70, slash 1.95/11, heavy 2.25/19, special 3.1/25, knockback 6.8. - Violet Reaver, “Phantom Duelist”: purple phantom swordswoman/duelist with silver trim, scarf ribbons and katana arcs; speed 7.4, health 100, guard 60, slash 2.15/10, heavy 2.3/16, special 3.35/23, knockback 6.2. Combat controls: desktop WASD moves horizontally; back or S while facing the opponent guards. J performs a quick slash, K performs a slower heavy attack, L performs an Arc Burst special, and either Shift key dashes. Provide mobile touch controls matching the game: LEFT, RIGHT, BACK and DASH on the left, and SLASH, HEAVY, GUARD and a larger BURST button on the right. Buttons should support held movement/guard and tapped attacks/dash. Disable active combat inputs before the match starts and after the round ends. Combat behavior: fighters automatically face the opponent. Movement accelerates toward the held direction and decelerates when released. Guard continuously regenerates, energy regenerates over time, and a successful hit gives the attacker energy while also giving some energy to the target. A slash lasts about 0.28 seconds and has a short hit window; a heavy lasts about 0.46 seconds and has a wider/stronger hit; Arc Burst lasts about 0.7 seconds, costs exactly 40 energy, has the longest range and strongest knockback. Dash lasts about 0.16 seconds, propels the fighter quickly in the chosen direction, has a cooldown of about 0.7 seconds, and emits colored particles. Attacks only connect when the opponent is within the attack’s range and is in front of the attacker. Guard reduces incoming damage to roughly one fifth and greatly reduces knockback while draining the guard meter. If guard reaches zero, refill it to roughly one third, inflict a brief stagger/guard-break state, deal increased break damage, and produce a bright burst. Successful attacks build a combo counter up to five; slash damage gains about 1.4 per combo level and the combo expires after about 1.1 seconds without a hit. Hits apply hitstun, knockback, sparks, particles, a tiny slow-motion effect, impact flash and camera shake. End immediately when health reaches zero. Implement a simple reactive AI opponent. It regenerates health-independent guard and energy, approaches when farther than about 3.1 units, sometimes guards when the player is attacking nearby, sometimes uses its special when it has at least 45 energy and is within about 3.3 units, uses heavy attacks at close range, and otherwise alternates quick slashes and dashes. The AI should visibly move, guard, dash, attack and react to hitstun/stagger rather than stand still. HUD/UI: use a dark translucent, chunky retro panel with a pixel font such as Press Start 2P and blue outlined boxes. At the top show the player name and numeric health, a large cyan/blue health bar, a smaller blue/cyan energy bar, a centered round badge “01”, and the enemy name, numeric health, orange/pink health bar and purple/pink energy bar. Show a centered status line below the bars. In the lobby, place a large centered “CHOOSE YOUR FIGHTER” overlay with explanatory text, the five selectable roster cards showing name, title, summary and basic stats, the current rival preview, “NEW RIVAL”, “START DUEL” and “RESTART” buttons, plus a desktop control hint. On mobile, keep the top HUD and centered overlay readable while placing large translucent outlined touch buttons along the bottom corners. On victory/defeat, replace the lobby heading and subtitle with the result and keep controls for running it back or changing fighters. Maintain the visual tone shown in the reference: dark navy cosmic background, crisp pale HUD text, cyan player side, warm orange/pink enemy side, glowing outlines, and very large mobile-friendly controls.