Arcade › 3D Battle Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hina Jahangir built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about 3D Battle Arena yet. Play it, then tell Hina Jahangir what you would add next.
3D Battle Arena was built by Hina Jahangir 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 3D Battle Arena 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 playable 3D close-quarters 1v1 fighting game titled “3D BATTLE ARENA.” Use a dark futuristic/neon presentation: nearly black navy background and fog, cool blue key/hemi lighting, bright blue and red rim lights, soft shadows, metallic materials, and glowing emissive accents. Start on a centered full-screen menu overlay with a translucent deep-navy panel, thin blue-gray border, subtle radial glow, and large widely spaced white title “3D BATTLE ARENA.” Below it show “JAWAD VS FAWAD,” with JAWAD in blue and FAWAD in red, followed by the description “A close-quarters 1V1 in a sealed combat ring. Circle, strike, block and dodge.” Include a bright blue-to-cyan rectangular “START BATTLE” button. The playable match is blue player Jawad versus red AI Fawad. Build the arena as a square sealed combat ring: a 24-by-24 dark metallic floor, four solid dark-blue metallic walls around the edges approximately 4 units high, and a usable interior bounded around +/-11 units. Add sixteen subtle glowing blue rectangular radial floor marks arranged around a central circle. Put four glowing corner pillars near the corners, with blue pillars on the west/left side and red pillars on the east/right side; each has a bright matching ring near its top. Use physically lit 3D assets with shadows. The blue fighter should look like a futuristic/cyberpunk character recolored blue with blue emissive accents; the red opponent should look like a warrior character recolored red with red emissive accents. Place them initially facing one another around x=-4 and x=+4 in the center of the arena. Use a third-person fighting camera behind and slightly above the blue player, looking toward the midpoint between fighters. The camera follows the player, dynamically adjusts distance slightly based on fighter separation, and keeps both fighters framed. Mouse movement while pointer-locked rotates the camera, and F1 toggles between third-person and first-person camera. In first-person, place the camera at the blue fighter’s head/eye height and use mouse look. Keep the combat space bounded by the arena walls and prevent fighters from overlapping by applying separation collision. Match flow: clicking START BATTLE hides the menu and displays the HUD, resets both fighters to 100/100 health and their starting positions, and runs a short roughly 2.8-second countdown before changing to “FIGHT!” and enabling combat. At the top left, show a JAWAD label in blue, a blue gradient health bar, and “100 / 100” style numeric health. At the top right, show FAWAD in red, a red/orange gradient health bar, and matching numeric health. Center a small status message below the bars for “FIGHT STARTING,” “FIGHT!,” or “RED APPROACHING” when the AI is advancing. At the bottom center show a dark translucent control hint reading “WASD MOVE · MOUSE LOOK · F1 CAMERA · LMB LMB RMB COMBO · SPACE DODGE · SHIFT BLOCK.” Controls and combat: use WASD movement for the blue player, with movement speed around 4.8; mouse look controls the view after clicking the canvas/pointer lock. Left mouse performs a basic punch for 10 damage, and right mouse performs a heavy attack for 20 damage. Attacks have brief wind-up/active timing windows, range around 1.8 for normal attacks and 2.15 for heavy attacks, and require the fighter to be facing the opponent. Support chaining up to three attacks by queuing another click during the short combo window. Space performs a forward dodge/roll with a cooldown of about 1.2 seconds, and Shift holds block. Blocking reduces incoming damage to about 35 percent and produces a bright yellowish impact effect. A successful hit causes a short hit reaction, knockback, hit particles, screen shake, and punch/heavy impact sound effects; heavy strikes should have stronger knockback and shake. Use idle, run/walk, punch, kick-like/heavy attack, roll, hit-receive, block/guard, and death animations where available in the character assets. Do not add weapons, ranged attacks, projectiles, pickups, rounds, or extra opponents. The red AI autonomously faces and approaches Jawad when farther than about 2.4 units, walks with slight side-to-side movement, and avoids the arena boundary. At close range it alternates between basic attacks, heavier attacks, blocking, and occasional dodge rolls using randomized decisions and cooldowns; it should block more often when its health is low. The AI also uses the same health, attack timing, hit, knockback, collision, and animation rules as the player. End the match immediately when either health reaches zero: play the death animation and show a centered result overlay with either “VICTORY!” in blue and “BLUE PLAYER WINS,” or “DEFEAT” in red and “RED AI WINS,” plus a bright “PLAY AGAIN” button. Clicking PLAY AGAIN resets the match to the initial positions and health and repeats the countdown. Maintain the polished minimal cyberpunk arena style, with no debug UI.