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 1v1 fighting game titled “3D Battle Arena.” Use Three.js-style real-time 3D rendering with a dark futuristic neon arena: a square sealed combat ring with a dark blue metal floor, raised stage and inner mat, blue glowing ring ropes at three heights, blue/red corner posts, four larger glowing corner pillars, floor markings, hard outer walls, cool blue and red rim lights, shadows, fog, and a deep navy background. Place two animated humanoid fighters in the ring: the player is a blue-recolored stylized pirate/shark-like character named SHARK, and the opponent is a red-recolored stylized skeleton character named RED SKELETON. Remove visible swords/weapons from the character models; use their animation clips for idle, walk/run, punch, kick/heavy attack, hit reaction, roll/dodge, block/idle attack, and death. Start the player at the left side and opponent at the right, facing one another. Keep both fighters inside the sealed arena and prevent them from overlapping. The game flow should have a dark translucent neon-glass menu overlay. The initial title screen says “3D BATTLE ARENA,” “SEALED COMBAT RING,” and describes choosing fighters and customizing names, with a PLAYER SETUP button. The setup screen says “CUSTOMIZE YOUR FIGHT,” “PLAYER SETUP,” shows a blue PLAYER versus red OPPONENT matchup preview, and describes a close-quarters 1V1 where the player can circle, strike, block, and dodge. Provide text inputs for the player name and opponent name, recommended opponent preset buttons PRO (strong opponent, HARD) and NOOB (easy opponent, EASY), a difficulty select with EASY, NORMAL, HARD, and INSANE (HARD selected initially), START MATCH and BACK buttons. Names entered here should appear above the fighters in the arena and the matchup preview should update live. On starting, hide the menu and show a short “ROUND 3/2/1” countdown, then begin a 60-second fight. The top HUD should show the blue SHARK health bar and numeric HP, the red RED SKELETON health bar and numeric HP, a centered timer, and a yellow stamina bar under the player’s health. Both fighters start at 100/100 HP and the player starts with full stamina. Show status text such as FIGHT STARTING, FIGHT!, RED APPROACHING, and BOSS PHASE — RED ENRAGED. Display floating damage numbers over struck fighters, with blocked hits labeled “-N BLOCK” in yellow; use brief hit flashes, knockback, impact particles, and subtle camera shake. Implement the actual close-range combat rules. The player can perform a basic jab, kick, and heavier attack. Basic attacks cost 7 stamina and deal 10 damage, kicks cost 11 and deal 15, and heavy attacks cost 15 and deal 20. Attacks have windup/active timing, range and facing checks, cooldowns, and can be chained into a maximum three-hit combo during a short combo window. Show “COMBO x2” or “COMBO x3” feedback when chained. A blocked attack deals approximately 35% of its normal damage, causes a metallic clang and yellow blocked damage text. Holding block drains stamina over time; stamina regenerates when not blocking. Dodging costs 20 stamina, has a cooldown, rolls the player rapidly in the facing direction, and plays a dodge sound. Holding sprint increases movement speed but drains stamina and leaves a short-lived glowing blue particle trail. Attacks, blocking, dodging, sprinting, hit reactions, death, and impacts should have responsive animations and sound effects. If time reaches zero, end the match with a time-up defeat result. The opponent should be an AI fighter that approaches when out of range, strafes slightly, turns toward the player, attacks at close range, sometimes blocks, and sometimes dodges. Difficulty must affect AI movement speed, decision timing, damage, and block chance: EASY is slower and weaker, NORMAL is standard, HARD is faster/stronger with more blocking, and INSANE is fastest, strongest, and most defensive. When the red opponent falls to 60 HP or lower, trigger a boss phase: announce “Boss phase! Red skeleton enraged,” show the red “RED SKELETON · BOSS HEALTH” bar centered under the top HUD, and make the red fighter deal 22% more damage and move 35% faster. Keep the boss health bar visible during the match and show an ENRAGED · DAMAGE +22% · MOVEMENT +35% badge during this phase. Add the timed arena hazards that are present in the mechanics: at four positions around the arena (north, south, east, and west), periodically activate glowing orange-red circular floor hazards. They should be invisible when inactive, activate for about 3.2 seconds after an initial delay, then remain off for about 6.5 seconds before cycling. A fighter standing on an active hazard takes 4 damage with a short cooldown between repeated damage, plus orange impact particles and camera shake. Hazard damage can cause a KO and should end the match with a HAZARD KO message. Use a dynamic third-person camera positioned behind and above the player, smoothly framing the midpoint between both fighters and adjusting distance slightly based on fighter spacing. Allow mouse movement while pointer-locked to orbit camera yaw and pitch. Include an F1 toggle for first-person camera; in first person place the camera at the player’s head and use mouse-look. Use a dark blue futuristic visual language with bright cyan/blue player elements, red/pink opponent elements, high-contrast white HUD typography, uppercase letter spacing, glowing borders, gradient health bars, translucent panels, and neon lighting. Add subtle music/crowd ambience and combat sound effects, with a SOUND ON/SOUND OFF toggle. Support desktop controls: WASD movement, mouse look, left mouse basic attack, right mouse heavy attack, SPACE dodge, SHIFT block, and holding left SHIFT sprint; F1 toggles camera mode. Also support touch/mobile controls: a virtual movement joystick on the lower left and buttons for JAB, HEAVY, DODGE, BLOCK, and SPRINT on the lower right. On mobile show a compact combo/control guide; on desktop show the hint “WASD MOVE · MOUSE LOOK · F1 CAMERA · LMB LMB RMB COMBO · SPACE DODGE · SHIFT BLOCK.” When either fighter reaches zero HP, stop the fight and show a result overlay: blue VICTORY! when the player wins, or red DEFEAT when the opponent wins, with a reason such as SHARK WINS, RED SKELETON WINS, TIME UP — WASTED, or HAZARD KO. Use a brief slow-motion victory presentation before showing the result. Track a rematch score as “REMATCH SCORE · SHARK N — N RED SKELETON,” provide PLAY AGAIN and EDIT NAMES buttons, and allow returning to setup for another match. Preserve the polished centered panel layout and responsive behavior visible in the reference UI.