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Aetherfall Arena

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  • 3d
  • third-person
  • arena-brawler
  • fantasy
  • action
  • hero-selection
  • low-poly

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Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by LALALA, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Aetherfall Arena was built by LALALA 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 Aetherfall 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.

Read the build brief for Aetherfall Arena

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 arena brawler titled “Aetherfall Arena.” Begin with a full-screen dark violet character-selection screen using a translucent rounded panel, soft radial glow, white “AETHERFALL” title, subtitle “A stylized third-person arena brawler — pick a champion and break the training ward,” and three selectable hero cards. Cards should be arranged responsively in a grid and show a colored horizontal swatch, name, role, and description. The three choices are: Vespera (Mage / Assassin, purple; “A twin-form shadow sniper who marks targets, then dives in for the finish.”), Yuriko (Umbrella Mage, pink; “A spirit dancer whose umbrella turns space into a trap.”), and Mareia (Ocean Assassin, cyan; “A tide-born assassin who rides waves and erupts from below.”). Highlight Vespera by default with a glowing lavender border. Beneath the cards, show a selected-hero detail panel with a glowing orb portrait, role pill, name, description, and ability summary, then an “Enter the arena” button.

After entering, hide the menu and render a stylized low-poly 3D third-person arena. Use a dark navy/purple world with fog, dramatic lavender/pink lighting, shadows, bloom-like emissive spell effects, and a large circular blue-gray arena floor enclosed by a bright violet ring. Place twelve simple hexagonal ruin pillars around the outer edge and a few fantasy environment props: pine tree groups, rocks, and an archery/fantasy ruin asset. The player is centered in a behind-the-character third-person camera with a roughly seven-unit follow distance. Build simple low-poly hero models from primitive geometry: a colored capsule body, pale spherical head, and hero-specific silhouette details. Vespera has dark horns, Yuriko carries a pink umbrella, and Mareia has a glowing cyan tide ring.

Spawn five hostile training sentinels in front of/around the player. Each sentinel is a simple orange or magenta capsule-bodied creature with a small glowing white eye. Sentinels have 850 HP, pursue the player when not stunned, and attack at close range every 1.4 seconds for 45 damage. Defeated sentinels disappear and respawn after four seconds at a random nearby position with full health. The player has hero-specific maximum HP/mana: Vespera 1250/700, Yuriko 1120/780, Mareia 1180/720. If player HP reaches zero, restore full HP, return the player to the starting position, and display a brief “Recalled to the ward” toast.

Implement movement and combat controls matching the game: WASD movement, mouse drag third-person look, click for a basic attack, Q/E/R for the three abilities, Space for a short forward dash, and 1 to target the nearest enemy. Also provide the visible mobile-style touch controls: a virtual stick area and round Q, E, R, and attack buttons. Basic attacks work against a selected or nearest sentinel within 5.5 units, deal the selected hero’s attack damage (Vespera 95, Yuriko 82, Mareia 108), increment a five-stack counter, create a hit pulse, floating damage number, and a short tone. If no target is in range, show “Too far.”

Give each champion the exact displayed ability kit and behavior. Vespera: passive “Dual Form,” Q “Abyss Trap” places a purple glowing ring trap at the player’s feet lasting eight seconds and dealing 280 damage to nearby sentinels; E “Abyssal Arrow” fires a purple projectile toward the current/nearest target, stunning and dealing 320 damage on hit; R “Form Shift” toggles between “Elven Form” and “Abyssal Form,” resets Q/E cooldowns, creates a purple pulse and camera shake, and updates the mechanic HUD to show the current form and “Marks 0/2.” Yuriko: passive “Umbrella Retrieval,” Q “Umbrella Open” throws/launches the independent pink spirit umbrella forward for a short time, E “Umbrella Flee” dashes the hero three units forward with a pink pulse, and R “Umbrella Overturn” damages all nearby sentinels within four units of the umbrella for 260 and stuns them briefly, with a pink area pulse. Keep the umbrella visibly active and slowly rotating, returning toward the player if it gets too far away. Mareia: passive “Ocean Blessing,” Q “Ocean Ride” dashes four units forward and deals 300 cyan wave damage to nearby sentinels within three units, E “Breath of Ocean” creates a cyan ground eruption ring ahead that deals 360 damage and stuns nearby sentinels, and R “Rough Waves” deals 430 damage and stuns all nearby sentinels within six units with a large cyan pulse and camera shake.

All abilities cost 80 mana and use cooldowns of 8 seconds for Q, 10 seconds for E, and 28 seconds for R; do not cast when insufficient mana or on cooldown. Show cooldown numbers over skill buttons. Projectiles and effects should be short-lived, luminous primitive meshes with expanding/fading pulses, ground rings, and damage text. Use brief toasts for actions such as “Target locked,” “Abyss Trap placed,” “Abyssal Arrow,” “Elven Form,” “Abyssal Form,” “Umbrella opened,” “Umbrella Flee,” “Umbrella Overturn,” “Ocean Ride,” and “Rough Waves.”

Overlay a responsive HUD during gameplay. At the top show “AETHERFALL ARENA” and “Training Ward · Defeat the sentinels.” In the upper-right show the controls help text: “WASD move · mouse drag look · click attack · Q / E / R skills · Space dash” and “1 targets nearest enemy.” At the bottom center show a colored hero portrait orb, hero name and “Lv 1,” a pink/orange HP bar, a blue/cyan mana bar, and Q/E/R skill buttons labeled Skill 1, Skill 2, and Ultimate. Show a mechanic panel at lower right: for Vespera display “Form: [current form] · Marks 0/2 · Kills [count]”; for Yuriko display “Umbrella: active/lost · Kills [count]”; for Mareia display “Ocean Blessing · Kills [count].” Track and display kills, incrementing score internally by 100 per defeat, while preserving the clean dark-purple, glassmorphism, neon fantasy presentation and readable white/lavender typography of the reference.

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