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 browser-based 3D third-person one-versus-one fighting game titled “3D Battle Arena.” The player controls a blue-team stylized skeleton fighter named SKELETON against an autonomous red-team humanoid fighter named MAKO in a sealed futuristic combat arena. Use a dark neon sci-fi presentation: a near-black navy background with light fog, a large square metallic floor and raised central fight stage, a dark inset combat mat, solid waist-to-ceiling-height arena walls on all four sides, and blue glowing segmented geometric ring markings on the floor. Place four illuminated corner pillars around the arena, with blue lights on the left-side corners and red/pink lights on the right-side corners. Use dramatic cool overhead/hemisphere lighting plus blue and red rim lights, soft shadows, reflective metallic materials, emissive neon accents, and a dark blue-black color palette. Render the two fighters as animated low-poly/game-ready humanoid GLTF characters: the player is a brown/dark skeleton-style character recolored with vivid blue accents, and the opponent is a stockier humanoid character recolored red/pink. They should face each other at opposite sides of the arena, cast shadows, and use idle, walk/run, punch, sword-like heavy attack, hit reaction, roll/dodge, block/guard, and death animations; do not show swords or other permanently held weapons. Keep the camera close and cinematic, normally in an elevated over-the-shoulder third-person view that frames both combatants, smoothly follows the player, and looks toward the midpoint between them. Allow mouse movement while pointer-locked to orbit the camera horizontally and adjust pitch. Press F1 to toggle between third-person and first-person camera; in first person place the camera at the fighter’s eye height. Keep fighters inside the approximately 22-by-22 playable bounds and prevent them from overlapping. Game flow: begin with a full-screen dark translucent menu panel reading “3D BATTLE ARENA,” showing “SKELETON VS MAKO,” the subtitle “A close-quarters 1V1 in a sealed combat ring. Circle, strike, block and dodge.” and a START BATTLE button. When started, hide the menu and show the match HUD. Reset both fighters to 100 health, place SKELETON at about x=-4 and MAKO at x=4, display a short “FIGHT STARTING” countdown with beeps, then begin a 60-second round. During combat, blue and red health bars at the upper left and upper right show each fighter’s name and current health as “100 / 100” style text, with a centered remaining-seconds timer. Show a small centered status message such as “FIGHT!” or “RED APPROACHING.” At the bottom, show a compact instruction strip reading “WASD MOVE · MOUSE LOOK · F1 CAMERA · LMB LMB RMB COMBO · SPACE DODGE · SHIFT BLOCK,” and include a sound on/off button near the bottom-right. Controls and combat: use WASD for player movement, mouse look for camera control, left mouse button for a basic attack, and right mouse button for a heavier attack. Face the opponent when initiating attacks. Support chained attacks by allowing another attack input during the short combo window, up to a three-hit sequence. Basic attacks deal 10 damage, heavy attacks deal 20 damage, and heavy attacks have a longer wind-up and cooldown. Make attacks connect only during their active timing window, only within close range, and only when the attacker is facing the defender. Display brief colored particle impact bursts and a small camera shake on successful hits. Hold Shift to block/guard; blocked hits still cause reduced damage (about 35%) and produce a bright metallic/clanging feedback effect. Press Space to dodge/roll when not attacking, with a short cooldown and a quick directional burst. Apply hit knockback and play punch, heavy impact, generic hit, metallic block, dodge, and swing sounds where available. Start atmospheric electronic background music when a match begins, and provide a mute toggle. The MAKO opponent must be AI-controlled: approach the player when far away, turn to face the player, strafe slightly, and when close make randomized decisions to perform basic, kick-like, or heavy attacks, block, or dodge away. It should sometimes block more often when low on health. Both fighters should have attack and dodge cooldowns, hit-stun feedback, knockback, arena-bound clamping, and collision separation. The round ends immediately when one health value reaches zero: play the defeated fighter’s death animation and show a full-screen result panel reading either “VICTORY!” / “SKELETON WINS” or “DEFEAT” / “MAKO WINS,” with a PLAY AGAIN button. If the 60-second timer expires, end the match as a defeat for the player and show “TIME UP — WASTED.” Use blue/cyan UI gradients for SKELETON and red/coral gradients for MAKO, with bold spaced all-caps typography, translucent navy panels, thin blue-gray borders, neon glow, and a polished arcade fighting-game HUD. Ensure the result screen can restart a fresh match and the opening menu can be replayed without reloading.”,