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 fighting game titled “3D Battle Arena.” Use a dark, cinematic sci-fi boxing/wrestling ring viewed from an over-the-shoulder third-person camera. The player is the blue Shark fighter and faces a red Skeleton opponent in a sealed square arena. Build the scene with Three.js-style 3D rendering: a very dark navy background with fog, a metallic square floor and raised blue-black fight mat, four blue glowing ropes around a smaller 14x14 ring, blue/red corner posts, and additional glowing blue and red pillars/rings in the outer corners. Use cool blue and red rim lighting, a bright directional key light, shadows, reflective dark metal materials, subtle emissive accents, and a dramatic neon combat-sports atmosphere. Load two humanoid animated 3D characters: a shark/pirate-like blue fighter for the player and a skeleton for the opponent, with the skeleton recolored toward red/crimson. Remove visible swords/weapons so combat is hand-to-hand. The fighters start opposite each other near x=-4 and x=4, face inward, collide physically, cannot leave the bounded arena, and use idle, walk/run, punch, hit reaction, roll/dodge, blocking, and death animations where available. The opening screen is a full-screen dark translucent blue-black overlay with a centered bordered glass-like panel. Show the large spaced title “3D BATTLE ARENA,” a matchup line “SHARK VS RED SKELETON” with Shark in bright blue and Skeleton in red, and the subtitle “A close-quarters 1V1 in a sealed combat ring. Circle, strike, block and dodge.” Include a DIFFICULTY selector with EASY, NORMAL, HARD (selected by default), and INSANE options, plus a large cyan/blue gradient “START BATTLE” button. Put a “🔊 SOUND ON” toggle near the lower-right. When a match ends, show a matching overlay with VICTORY! or DEFEAT, the winner/reason text, a rematch score such as “REMATCH SCORE · SHARK 0 — 0 RED SKELETON,” and a “PLAY AGAIN” button. On start, hide the menu and show a short roughly three-second countdown, then begin a 60-second round. The main HUD is minimal and fixed over the 3D view: at top-left show SHARK with a blue health bar and numeric HP out of 100; at top-right show RED SKELETON with a red health bar and numeric HP out of 100; center-top show the remaining seconds, with READY during countdown; below that show status text such as FIGHT STARTING, FIGHT!, or RED APPROACHING. Display a temporary gold COMBO x2 or COMBO x3 indicator for chained player attacks. Show floating damage numbers over struck characters, with red damage text or gold “-N BLOCK” text for blocked damage. At the bottom show a control hint: “WASD MOVE · MOUSE LOOK · F1 CAMERA · LMB LMB RMB COMBO · SPACE DODGE · SHIFT BLOCK.” On touch/coarse-pointer devices show JAB and HEAVY attack buttons at lower-right. Implement the actual combat rules. The player moves with WASD using third-person controls and mouse look; clicking the canvas can request pointer lock. F1 toggles between third-person and first-person camera. Left mouse button or the JAB control performs a basic attack, right mouse button or HEAVY performs a heavy attack. Chained attacks can be queued during a short combo window, up to three attacks, with a combo indicator. Basic attacks do 10 damage, kicks do 15, and heavy attacks do 20; attacks only connect when their timed active window, facing direction, and close range are valid. Heavy attacks have greater range/knockback, while hits trigger small colored impact particles, camera shake, floating damage values, and hit/death reactions. Hold either Shift key to block incoming attacks; a blocked hit still causes reduced damage (about 35%) and a gold block effect. Press Space to dodge/roll with a cooldown, moving quickly in the facing direction. The player cannot attack while already attacking or during hit reaction, and attacks have cooldowns. The red Skeleton is an AI opponent. It approaches the Shark when farther than about 2.4 units, faces the player, circles slightly, and attacks when close. It can choose basic, kick, or heavy attacks, block, and dodge. Difficulty modifies AI approach speed, decision timing, attack damage, and block probability: Easy is slower/weaker with less blocking; Normal is baseline; Hard is faster, more damaging, thinks faster, and blocks more; Insane is the most aggressive. Both fighters have 100 HP. The round ends immediately when one reaches zero, awarding the win to the attacker’s team, or ends as a defeat/time-up result when 60 seconds expire. Maintain a rematch score counting Shark and Skeleton victories. Include responsive resizing and mobile touch attack controls. Use dark blue UI panels with thin blue borders, bold uppercase tracking, cyan gradients for primary actions, red/blue team accents, and soft glows. Add an optional sound system: looping subdued crowd ambience, punch/heavy-hit/metal-block/dodge sound effects, countdown beeps, synthesized dark background music during the battle, and victory/defeat stingers; the sound toggle must mute/unmute these. Keep the camera close enough to clearly see both fighters and dynamically frame the midpoint between them; third person follows behind the Shark and first person places the camera at the Shark’s head. The overall result should feel like a polished neon-lit 3D arena duel rather than a menu-only prototype.