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.
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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.
Rebuild a playable browser game titled “3D Battle Arena,” a close-quarters 1v1 fighting game in a sealed square combat ring. Use a dark cinematic sci-fi/fantasy presentation: near-black navy background and fog, cool blue/red rim lighting, shadows, glowing emissive accents, and a clean neon esports HUD. Use a Three.js-style 3D third-person camera behind the player, with mouse look and camera orbit; keep both fighters visible by aiming at the midpoint between them. Also support a first-person camera toggle. The arena is a 24-by-24 dark metallic floor enclosed by solid four-meter-high walls. Inside it, build an 18-by-18 raised stage, a 14-by-14 dark fight mat, four ring corners around ±7 with three horizontal bright blue ropes at heights approximately 1.05, 1.42, and 1.79, and glowing blue/red corner posts. Add blue floor marks around the ring and additional glowing blue/red pillars near the outer corners. The player starts at the left side and is a stylized blue recolored pirate/Mako humanoid fighter; the opponent starts at the right side and is a stylized red recolored skeleton humanoid. Remove visible swords/weapons from the character models, but retain punch, heavy, kick-like, hit reaction, roll/dodge, run, idle, and death animations. Both fighters have 100 HP. The player has 100 stamina, which regenerates while not blocking and is consumed by attacks, blocking, sprinting, and dodging. Begin with a polished full-screen title/setup UI over the arena. The visual language is dark translucent navy panels, thin blue borders, blue glow, white uppercase typography with wide letter spacing, and red/blue matchup accents. Show “CUSTOMIZE YOUR FIGHT,” “PLAYER SETUP,” a blue PLAYER versus red OPPONENT matchup preview, and the description “A close-quarters 1V1 in a sealed combat ring. Circle, strike, block and dodge.” Provide editable player and opponent name fields, defaulting to PLAYER and OPPONENT. Include PRO and NOOB recommended opponent buttons: PRO sets the opponent name to PRO and hard difficulty with “Strong Opponent”; NOOB sets the opponent name to NOOB and easy difficulty with “Easy Opponent.” Also provide a difficulty selector with EASY, NORMAL, HARD, and INSANE, with HARD selected by default, and a START MATCH button. Show a separate title landing panel labeled “3D BATTLE ARENA,” “1V1 BATTLE READY,” and “PLAYER SETUP” before entering setup if desired. At match end, show a large VICTORY! or DEFEAT panel, result text, rematch score, PLAY AGAIN and EDIT NAMES buttons. Starting a match hides the setup, displays the combat HUD, resets both fighters to 100 HP and stamina, resets the round to 60 seconds, and gives a short “ROUND 3 / ROUND 2 / ROUND 1” style countdown followed by FIGHT. The HUD has a blue SHARK health bar and HP text on the left, a red RED SKELETON health bar and HP text on the right, a centered timer, a player stamina bar, status text, and a combo indicator. Display the customized fighter names as floating labels above the characters. Play a subtle crowd loop, synthesized dark combat music, punch/heavy/hit/block/dodge sounds, countdown beeps, announcements, and victory/defeat stingers, with a SOUND ON/SOUND OFF toggle. Audio should fail gracefully if unavailable. Core controls: WASD movement, mouse look/orbit, left mouse for a basic jab, right mouse for a heavy attack, SPACE to dodge/roll, and hold SHIFT to block. Toggle first-person/third-person with F1. A touch layout should appear on coarse-pointer devices: a virtual movement pad plus JAB, HEAVY, DODGE, BLOCK, and SPRINT buttons. Sprint is a held action that raises movement speed and drains stamina, with a short blue glowing particle trail behind the player. Basic attacks cost 7 stamina, kicks cost 11, and heavy attacks cost 15; a dodge costs 20 stamina and has a cooldown, while blocking continuously drains stamina. Permit a short combo queue/window, cap the combo at three hits, and show COMBO x2 or COMBO x3; the intended guide is “JAB → JAB → HEAVY = COMBO · DODGE TO ESCAPE · HOLD BLOCK TO REDUCE DAMAGE.” Implement readable close-range combat. Basic attacks have roughly 1.8 range and deal 10 damage, kick attacks roughly 1.8 range and deal 15 damage, and heavy attacks roughly 2.15 range and deal 20 damage. Only hit during the active timing window and only when the attacker is facing the defender. Prevent attacks while already attacking, stunned, or on cooldown. A successful hit causes a brief hit flash, knockback, floating red damage numbers, impact particles, camera shake, and an appropriate hit animation/sound. Blocking reduces incoming damage to approximately 35%, creates yellow blocked damage numbers and a metallic clang; the player cannot attack during block. Dodge produces a roll animation, burst movement, invulnerability-style escape behavior, cooldown, and a digital dodge sound. Keep the fighters separated with basic collision resolution and clamp them inside the arena bounds around ±11.05. The opponent is AI controlled. It should approach when farther than about 2.4 units, face the player, circle/strafe slightly, and attack or block when in combat range. Difficulty changes AI movement speed, reaction/decision timing, damage, and blocking: easy approximately speed .82 / slower thinking 1.15 / damage .85 / block .22; normal 1 / 1 / 1 / .32; hard 1.12 / .8 / 1.25 / .46; insane 1.28 / .62 / 1.45 / .58. Let the AI sometimes use basic, kick, and heavy attacks, block at low health, and dodge. When the opponent reaches 60 HP or less, activate a boss/enraged phase: announce it, increase red damage by 22% and movement by 35%, give heavy attacks a visible red telegraph ring before they land, and show a centered RED SKELETON · BOSS HEALTH bar with a red/orange gradient plus an ENRAGED · DAMAGE +22% · MOVEMENT +35% badge. The boss bar is visible during the fight and can be emphasized during this phase. Add arena hazards based exactly on four possible glowing orange-red circular floor hazards at coordinates approximately (-5,0), (5,0), (0,-5), and (0,5). They should be initially hidden, periodically alternate between inactive and active states during combat, pulse/scale while active, deal 4 damage on contact with a short per-hazard cooldown, create orange impact particles and camera shake, and be able to cause a “HAZARD KO.” Show ARENA HAZARDS ACTIVE in the status HUD when active. The player wins when the red skeleton reaches zero HP; the player loses when their HP reaches zero or the 60-second timer expires, with the timeout result reading “TIME UP — WASTED.” On victory, briefly slow the animation/camera moment before revealing the result panel. Track a rematch score as SHARK wins versus RED SKELETON wins, and allow replay/setup editing without reloading. Use responsive layout: desktop gets the HUD and keyboard/mouse instructions, while mobile/coarse-pointer devices get the virtual pad and touch combat controls. Maintain the dark navy background, blue player identity, red opponent identity, orange hazard accents, emissive rings/pillars, fog, soft shadows, bloom-like glow through emissive materials/lighting, floating damage numbers, particle bursts, camera shake, and restrained cinematic motion. Do not add weapons, ranged attacks, extra fighters, pickups, rounds beyond the single timed fight, or unshown game modes.