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 third-person fighting game titled “3D Battle Arena.” It is a close-quarters 1v1 in a sealed square combat ring: the player controls a blue recolored pirate/shark-like fighter named SHARK, fighting a red recolored skeleton named RED SKELETON. Use a dark cinematic sci-fi arena presentation with a near-black navy background and fog, blue and red rim lighting, shadows, glowing corner pillars, and a metallic square stage. Build the arena with a large dark floor, an elevated blue-edged fighting mat, four corners at roughly +/-7 units with posts and three horizontal glowing blue ropes per side, outer solid walls around +/-12 units, and additional glowing blue/red pillars near the outer corners. Add thin blue floor markings around the mat. Keep the camera in an over-the-shoulder/third-person perspective that follows the player and frames both combatants; allow mouse look and a camera toggle to first person via F1. The camera should dynamically pull back slightly as the fighters separate, use subtle camera shake on impacts, and have a menu camera view aimed at the empty ring. Start on a centered dark translucent glass-like menu panel with a thin blue border and radial blue lighting. Show the title “3D BATTLE ARENA,” a versus line “SHARK VS RED SKELETON” with blue/red coloring, and the description “A close-quarters 1V1 in a sealed combat ring. Circle, strike, block and dodge.” Include text fields for YOUR NAME and OPPONENT NAME, a difficulty selector with EASY, NORMAL, HARD (selected by default), and INSANE, and a bright blue gradient START BATTLE button. Include a SOUND ON/SOUND OFF button. When a match ends, show a centered VICTORY! or DEFEAT panel, the result reason, a rematch score such as “REMATCH SCORE · SHARK 0 — 0 RED SKELETON,” a PLAY AGAIN button, and an EDIT NAMES button. After starting, place the blue player at the left side of the ring and the red skeleton at the right, with each facing the other. Run a short countdown labeled ROUND 3, ROUND 2, ROUND 1, then begin a 60-second fight. The player can move with WASD through the arena, look with the mouse after clicking the canvas/pointer-locking it, and use F1 to switch third-person/first-person camera. Left mouse performs a basic jab, right mouse performs a heavy attack, and attacks can be chained into a three-step combo (the intended guide reads “JAB → JAB → HEAVY = COMBO”). Space performs a dodge/roll with a cooldown and stamina cost. Hold Shift to block incoming attacks, reducing damage substantially while draining stamina. Holding Shift is also used for sprint initiation in the desktop controls; sprint increases movement speed, drains stamina, and leaves a short-lived trail of glowing blue particles behind the player. The UI should also support coarse-pointer/mobile play with a virtual movement pad and touch buttons for JAB, HEAVY, DODGE, BLOCK, and SPRINT. Give both fighters 100 health. Give the player a visible stamina bar that regenerates when not blocking/sprinting and drains for attacks, dodge, blocking, and sprinting. Basic attacks deal 10 damage, kicks deal 15, and heavy attacks deal 20 before modifiers; attacks only connect when the attacker is close, facing the defender, and within an active timing window. Show floating damage numbers over struck fighters, yellow “-X BLOCK” text for blocked damage, brief hit flashes, impact particle bursts, recoil/knockback, punch/impact sounds, dodge sounds, and heavier effects for heavy attacks. Use the loaded animated character models and their idle, run/walk, punch, sword/heavy, hit reaction, roll/jump, and death animations; remove any built-in sword/weapon objects so the combat is represented by unarmed animations and effects. Blue and red team recoloring should be clearly visible. The red skeleton is AI-controlled. It approaches when far away, circles/strafe-moves when engaging, faces the player, attacks at close range, sometimes blocks, and can dodge away. Difficulty changes AI speed, decision timing, damage, and block likelihood: EASY, NORMAL, HARD, and INSANE should feel progressively more capable. At 60 health or below, trigger a “BOSS PHASE”: announce/show “BOSS PHASE — RED ENRAGED,” increase red movement by 35% and damage by 22%, and telegraph red heavy attacks briefly with a pulsing red ring under the skeleton before they land. Periodically toggle four orange-red glowing arena hazard plates at positions around the ring (left, right, front, and back). When active, display “ARENA HAZARDS ACTIVE,” animate/pulse the plates, and make contact deal 4 damage with a cooldown so damage is not applied every frame. During combat, show a top HUD with blue SHARK health on the left, a central countdown timer in seconds, and red RED SKELETON health on the right. Show numeric HP values like 100 / 100, a blue/red health fill, and the player’s yellow stamina bar. Below the timer, show status text such as FIGHT STARTING, FIGHT!, RED APPROACHING, BOSS PHASE — RED ENRAGED, or ARENA HAZARDS ACTIVE. Show a combo indicator like COMBO x2 when chaining attacks. Show floating name labels above the fighters using the entered names, colored blue/red. Show a top-center red “RED SKELETON · BOSS HEALTH” bar with an enraged badge when applicable. Keep a small bottom hint on desktop reading “WASD MOVE · MOUSE LOOK · F1 CAMERA · LMB LMB RMB COMBO · SPACE DODGE · SHIFT BLOCK.” The round ends when either fighter reaches zero HP or when time expires. A shark victory increments the shark rematch score; a red victory increments the red skeleton score. On victory, briefly slow the animation and play a victory stinger before showing the result panel. On defeat or time-up, show the corresponding defeat text. Include atmospheric looping crowd audio, synthesized dark combat music, impact/attack/dodge sounds, countdown beeps, and optional speech announcements such as “Round one,” “Fight,” and “Boss phase,” with a mute toggle that stops audio. Use responsive dark navy/blue/red HUD styling, luminous gradients, glassy panels, bold spaced uppercase typography, and touch-friendly controls while preserving the readable arena view.