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 browser-based 3D close-quarters 1v1 fighting game titled “3D Battle Arena.” Use a dark, cinematic sci-fi combat presentation with a deep navy/black background, blue and red emissive accent lighting, fog, soft shadows, metallic materials, and a third-person camera that follows the blue player fighter and frames both combatants. The arena is a sealed square combat ring: a large dark metallic floor, a raised blue-toned fighting stage and central mat, four blue glowing ropes on each side at three heights, blue/red corner posts, surrounding solid dark walls, and additional glowing corner pillars/rings outside the ring. The player is a stylized blue Shark character loaded as a humanoid 3D model, facing a stylized Red Skeleton opponent with red recoloring; do not give them swords or visible weapons. Start with a full-screen menu overlay reading “3D BATTLE ARENA,” “SHARK VS RED SKELETON,” and “A close-quarters 1V1 in a sealed combat ring. Circle, strike, block and dodge.” Include a difficulty dropdown with EASY, NORMAL, HARD (selected by default), and INSANE, plus a bright blue gradient START BATTLE button. Also show a lower-right SOUND ON/SOUND OFF toggle. When START BATTLE is pressed, hide the menu, reset both fighters to 100 HP and positions on opposite sides of the ring, show the HUD, and run a roughly 3-second countdown followed by FIGHT. The match lasts 60 seconds. The player controls the Shark with WASD movement, mouse look while pointer-locked, F1 toggling third-person/first-person camera, left mouse basic attack, right mouse heavy attack, Space dodge/roll, and Shift block. Display a bottom hint bar: “WASD MOVE · MOUSE LOOK · F1 CAMERA · LMB LMB RMB COMBO · SPACE DODGE · SHIFT BLOCK”. The player can chain up to a 3-hit combo by pressing attacks during a short combo window. Basic attacks deal 10 damage, kick-style attacks deal 15, and heavy attacks deal 20; attacks have brief active hit windows and only hit when close and facing the opponent. Blocking reduces incoming damage to about 35%, produces a blocked damage indicator, and dodging gives a short burst/roll with a cooldown. Prevent the fighters from leaving the bounded ring and resolve their physical separation when they overlap. The Red Skeleton is AI-controlled. It approaches when farther than close combat range, faces the player, strafes slightly, and chooses attacks, blocking, or dodging at variable intervals. Difficulty changes AI movement speed, decision timing, damage multiplier, and block probability: Easy is slower/weaker and blocks less, Normal is baseline, Hard is faster/more damaging/more defensive, and Insane is strongest. The Red Skeleton should use the same basic, kick, and heavy attack system as the player. Play character idle, walk/run, punch, attack, hit reaction, roll, and death animations where available. Add hit reactions, knockback, small colored impact particle bursts, screen shake for heavy hits, floating damage numbers above fighters, and a yellow BLOCK indicator for reduced damage. During combat, place a top HUD with a blue SHARK health bar and numeric HP on the left, a centered remaining timer, and a red RED SKELETON health bar and numeric HP on the right. Show status text such as FIGHT STARTING, FIGHT!, and RED APPROACHING, and show COMBO x2/x3 when applicable. Keep the sound toggle visible at lower right. Use punch, heavy impact, generic hit, metal block clang, dodge, and swing sound effects, ambient crowd audio, and a simple tense synthesized battle music loop when sound is enabled; speech/countdown announcements are optional only if supported. On death, end the match immediately and show a centered result overlay with VICTORY! or DEFEAT, the winner text, a persistent rematch score such as “REMATCH SCORE · SHARK 1 — 0 RED SKELETON,” and a PLAY AGAIN button. If the 60-second timer expires, end with a time-up defeat/result message rather than continuing. Preserve the dark navy glass-panel UI style, thin blue borders, strong letter spacing, blue/red team colors, bright cyan-blue buttons, and glowing text throughout.