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3D Battle Arena

  • 3d
  • fighting
  • arena
  • one-on-one
  • action
  • third-person
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How to play

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.

Discussion

Nobody has said anything about 3D Battle Arena yet. Play it, then tell Hina Jahangir what you would add next.

Make your own game

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.

Read the build brief for 3D Battle Arena

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 browser-based 3D close-quarters fighting game titled “3D Battle Arena.” It is a sealed 1v1 battle between a blue player fighter named JAWAD and a red AI fighter named FAWAD. Use a dark cinematic sci-fi/fantasy presentation: a nearly black navy background and fog, cool blue directional/hemi lighting, blue and red rim lights, soft shadows, bloom-like emissive accents, and a third-person perspective camera that follows the blue fighter while framing both combatants. Include an optional first-person view toggled with F1; in first person hide the player model and show stylized blue arms and dark fists at the bottom of the camera, with slight camera kick during attacks. Mouse movement rotates the camera (and in first person aims the view), while WASD-style third-person movement lets the player circle the opponent. Keep the fighters facing one another during combat and prevent them from leaving the arena or overlapping.

Build the environment as a large ancient circular combat platform: a thick low polygonal stone disk roughly 23 units across, with a glowing blue rune torus around its outer edge and a second inner glowing ring. Scatter about two dozen dark stone battle-scar slabs in radial positions across the platform. Surround the ring with monumental ruined pillars, broken temple wall sections, angular ruined-statue rocks, distant dark mountain silhouettes, floating dust particles, and six lit braziers/torches around the perimeter. Leave the center open for fighting. The arena should feel enclosed by its ruins and have a dark blue-gray stone palette with blue runes and orange fire accents.

Use two animated humanoid 3D character models loaded from game asset packs: a blue/cyberpunk-styled model for Jawad and a warrior model for Fawad, recolored with strong blue and red team tints and subtle emissive team accents. Start them approximately four units apart, Jawad on the left and Fawad on the right. Give both 100 hit points, shown in a top HUD with the blue JAWAD bar on the left and red FAWAD bar on the right, each displaying “100 / 100”; reduce the bars and numbers as damage is taken. The AI should approach when farther than close range, strafe slightly, turn toward the player, and make combat decisions when near: basic punches, kicks, heavier attacks, blocking, and occasional dodge rolls. It should sometimes block more when low on health. Use animated idle, walk/run, punch, kick, heavy attack, hit reaction, roll, and death states where available.

The player’s combat actions are: left mouse button for a basic punch, right mouse button for a heavy attack, and rapid follow-up attacks can queue into a combo up to three attacks while the combo window is open. A basic punch does 10 damage, a kick does 15, and a heavy attack does 20; attacks only connect during their active timing windows, at short range, and when the attacker is facing the defender. Heavy attacks have longer cooldowns. Holding Shift blocks incoming attacks, reducing damage to roughly 35 percent and producing a bright blocked impact; blocking should use a guarded idle pose. Press Space to dodge/roll with a cooldown and a burst of movement. Show small colored particle impact bursts, brief hit flashes, knockback, camera shake, and different punch/heavy impact sounds when attacks connect. The fight ends immediately when either fighter reaches zero health: show a centered overlay reading “VICTORY!” and “BLUE PLAYER WINS” if Jawad wins, or “DEFEAT” and “RED AI WINS” if Fawad wins, with a PLAY AGAIN button.

Start on a full-screen menu overlay with a translucent dark panel, thin blue border, subtle radial blue glow, large spaced title “3D BATTLE ARENA,” “JAWAD VS FAWAD” with blue and red names, the subtitle “A close-quarters 1V1 in a sealed combat ring. Circle, strike, block and dodge.” and a bright blue gradient START BATTLE button. Clicking it hides the menu, resets both fighters to full health and starting positions, displays the HUD and controls hint, and runs a short roughly 2.8-second countdown before changing the center status to “FIGHT!”. During battle show a compact bottom hint exactly in this spirit: “WASD MOVE · MOUSE LOOK · F1 FIRST PERSON · LMB LMB RMB COMBO · SPACE DODGE · SHIFT BLOCK”. Show a small centered status above the arena for “FIGHT STARTING,” “FIGHT!,” or an AI approach state. Request pointer lock on click for mouse look. Include a responsive resize, animated dust/flames, atmospheric fog, and a cinematic camera that adjusts distance slightly based on fighter spacing while keeping both fighters visible.

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