Ninja
Techniques.
Make a hand seal.
Make your move.
A clay fighting game that turns sequences of two-hand gestures into attacks, guards and charge.
Watch the duelThe hands. The duel.
August prototype · Recorded gameplay
A gesture needs a response.
The interaction has to connect what your hands are doing with what the fighter does next. These two frames preserve that whole chain.
01 / Follow the sequence

02 / See the result

Choose a technique, follow its seals, then see the response. The experiment is making that connection readable.
Give each seal
a clear shape.
Four of the game's sixteen hand references. Each clay illustration shows the shape the player is trying to make.

Dragon Clasp
Interlace the hands with points above and below.

Prayer Press
Press both palms together, fingers upright.

Twin Cross
Cross the extended fingers at the centre.

Heart Mend
Meet the fingers and thumbs around a heart opening.
- OpenAI ImageGen
- Clay hand references and character keyframes. The artwork is cleaned into transparent images for the game.
- MiniMax H3
- Motion generated locally in ComfyUI. Reference clips guide the fast hand cycles; first and last frames guide the attack movements.
Hand tracking uses MediaPipe Hand Landmarker. The game matches those tracked hands to its seal shapes.
Make the fighter move.
Character motion was generated locally with MiniMax H3. We then selected frames, removed the green plate and adjusted the timing for the game.
Moss Run loop
Saffron Jump entrance
Ripple Draw & release
Sprite previews from the saved frames, with the original green-screen takes linked above. These later production studies are separate from the August gameplay recording.
Fast seals.
Clear attacks.
Reference-guided H3 takes became fast hand cycles and dedicated attack poses. These previews show the body animation; game effects are separate.
Moss Fast seals
Carol Fast seals
Plum Wind Blade motion
Moss Fire release motion
Choose the frames.
Keep the jump.
Saffron's early knee lift keeps one foot down. The selected sequence keeps the airborne jump, landing and recovery. Four of its eight selected poses are shown here.




Beyond this recording.
The October source develops the idea into four lessons covering sixteen two-hand seals, followed by six selectable fighters and an eight-fight solo journey with illustrated endings.
Camera recognition runs locally. Camera frames and calibration profiles stay on the player's device. Keyboard alternatives, pause, camera recovery and Continue Journey support interrupted play.
Those later features are source context, not footage shown here. Recognition accuracy, comfort and fatigue across real players still need hands-on testing.
Open the game
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