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-playable 3D third-person 1v1 fighting game titled “3D BATTLE ARENA.” The player is the blue Shark fighter and battles a red Skeleton fighter in a sealed square combat ring. Use a dark, cinematic neon style: near-black navy background and fog, cool blue ambient/key lighting, strong blue light on the Shark side and red light on the Skeleton side, glowing blue ring ropes and corner accents, metallic dark arena materials, soft shadows, bloom-like emissive highlights, and a clean futuristic esports HUD. Load two humanoid 3D character models: a blue-recolored pirate/shark-like fighter for the player and a red-recolored skeleton for the opponent; remove visible sword props so the combat is close-quarters hand-to-hand, while attack animations can still use the available character attack clips. Build the environment as a 24x24 dark floor with a raised 18x18 stage and a 14x14 dark fight mat, surrounded by four walls so it feels sealed. Put four corner posts around the ring at approximately ±7, ±7 with three horizontal glowing blue ropes on each side at heights around 1.05, 1.42, and 1.79. Add taller glowing blue/red corner pillars farther out at ±10, ±10, with luminous rings near their tops. Keep fighters inside the arena bounds, prevent them from passing through the walls, and prevent them from overlapping each other. Start on a full-screen menu overlay over the arena. The panel is centered, translucent dark navy with a thin blue border and subtle inner glow. Show the large spaced title “3D BATTLE ARENA,” then “SHARK VS RED SKELETON” with Shark in blue and Red Skeleton in red, and the subtitle “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 “START BATTLE” button. Include a sound toggle at the lower right showing “🔊 SOUND ON” or “🔇 SOUND OFF.” When starting, hide the menu and show a short countdown, then begin a 60-second round with the Shark positioned on the left and the Red Skeleton on the right. Use a third-person perspective camera behind/near the Shark that tracks both fighters and looks toward their midpoint; support mouse look while the pointer is locked. The camera should be able to switch between third-person and first-person with F1. In third person, dynamically frame the fighters from roughly 8.8–10.8 units away and keep the view within the arena. Add subtle camera shake on heavy impacts. The game should also work on touch devices with a virtual movement pad and touch combat buttons. Core controls: WASD moves the Shark, mouse controls camera look, left mouse button performs a basic JAB, right mouse button performs a HEAVY attack, Space performs a dodge/roll, Shift holds BLOCK, and holding Left Shift while moving activates SPRINT. On mobile, provide a left virtual joystick plus JAB, HEAVY, DODGE, BLOCK, and SPRINT buttons. Sprint increases movement speed from about 9.5 to 14, consumes stamina, and leaves a brief trail of small glowing blue particles. Dodge consumes 20 stamina, has about a 1.2-second cooldown, and propels the Shark in its facing direction. Blocking continuously drains stamina and reduces incoming damage to about 35%; stamina regenerates when not blocking or sprinting. Display a stamina bar under the Shark’s health. Implement three attack types: basic jab, kick, and heavy attack. Basic attacks cost 7 stamina, kicks cost 11, and heavy attacks cost 15. Heavy attacks do about 20 damage, kicks 15, and basic attacks 10 before difficulty modifiers. Attacks have short active hit windows, must be aimed toward the opponent, and only connect at close range (about 1.8 units for normal attacks and 2.15 for heavy attacks). Allow a three-hit combo queue during a brief combo window; show “COMBO x2” or “COMBO x3” at the top center when appropriate. The intended guide text is “LMB LMB RMB COMBO” on desktop and “JAB → JAB → HEAVY = COMBO · DODGE TO ESCAPE · HOLD BLOCK TO REDUCE DAMAGE” on touch. Play attack, impact, block/clang, dodge, and heavy-hit sound effects, with background crowd ambience and simple synthesized battle music; all sound can be muted. The Red Skeleton is AI-controlled. It approaches when farther than about 2.4 units, strafes slightly, turns to face the Shark, attacks at close range, sometimes blocks, and sometimes dodges away. Difficulty changes AI speed, decision timing, damage, and block probability: EASY speed .82/think 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. When the Skeleton reaches 60 HP or less, trigger a BOSS PHASE: announce that the Red Skeleton is enraged, increase its damage by another 22% and movement by 35%, and show a centered red “RED SKELETON · BOSS HEALTH” bar with the current health, plus the badge “ENRAGED · DAMAGE +22% · MOVEMENT +35%.” HUD during battle: top left a blue SHARK label, blue health bar, “100 / 100”-style HP text, and stamina bar; top right a red RED SKELETON label, red health bar, and HP text; centered at the top a countdown/round timer showing READY during countdown and remaining seconds during play; below it show status text such as “FIGHT STARTING,” “FIGHT!,” “RED APPROACHING,” or “BOSS PHASE — RED ENRAGED.” Show floating damage numbers over the hit fighter, red for damage and yellow with “BLOCK” for blocked damage. Use hit sparks/particle bursts and brief hit reactions, knockback, attack animations, roll animations, run/idle animations, and death animations. The round ends immediately when one fighter reaches 0 HP, or when the timer reaches zero. Show a dramatic victory/defeat result overlay after the victory slow-motion moment: “VICTORY!” in blue with “SHARK WINS,” or “DEFEAT” in red with “RED SKELETON WINS” (and for timeout, “TIME UP — WASTED”). Maintain a rematch score such as “REMATCH SCORE · SHARK 0 — 0 RED SKELETON,” incrementing the winner’s score. Include a PLAY AGAIN button that starts a three-second rematch countdown. Preserve the same menu/result typography: large uppercase lettering, wide letter spacing, dark translucent panels, blue/red team color coding, and bright cyan-blue primary buttons.