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Arcforge Arena

  • 3d
  • third-person
  • arena-shooter
  • sci-fi
  • action
  • wave-survival
  • mobile-friendly
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. JSL RAPS built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arcforge Arena yet. Play it, then tell JSL RAPS what you would add next.

Make your own game

Arcforge Arena was built by JSL RAPS 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 Arcforge 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 Arcforge 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 playable third-person 3D arena shooter titled “Arcforge Arena.” Use a dark futuristic sci-fi training arena: a large square navy floor enclosed by low dark walls, with a deep blue-black background and atmospheric fog. Add five chunky rectangular cover blocks arranged around the arena (at approximately the four diagonal positions and center), using dark blue materials with brighter blue glowing trim along their upper/front edges. Use dramatic lighting: cool blue ambient/rim light, warm directional highlights, soft shadows, and emissive neon accents.

The camera should be a third-person perspective following a player character from behind at about 7 units away, with the player centered near the lower-middle of the view and a central white glowing crosshair. Load/use an animated low-poly male soldier character in dark green/black tactical clothing, with a visible blaster/pulse rifle attached in his hands. Support idle, walking/running, and jumping/falling animations. The player starts near the south side of the arena at (0, 0, 10), has 100 HP, and can move around the floor with WASD or a mobile virtual joystick. Let the player aim by dragging the mouse/touch view, and support jumping with SPACE. Also place four glowing cyan circular jump pads at the middle of each arena edge; when the player steps close to one while grounded, launch them upward to roughly y=4.4 and briefly show the message “JUMP PAD!”.

The main goal is to survive and shoot hostile hovering arena drones. Start with five enemies distributed randomly around a radius of 7–12 units. Each enemy is a stylized low-poly magenta/pink capsule-shaped drone with a glowing orange spherical core on its front and a bright pink horizontal ring near its base. Enemies slowly home toward the player, rotate/look toward the player, bob vertically, and damage the player continuously on contact range (within about 1.5 units), at roughly 13 HP per second. Each enemy has 3 hit points. Destroying one awards 100 score. After every five total enemy defeats, increase the wave number and spawn 2 plus the new wave number additional enemies. End the game when HP reaches zero, stopping gameplay and showing a centered dark translucent panel with “ARENA LOST,” the current “Score [number] · Wave [number],” and a RESTART button that reloads the game.

The default weapon is the Pulse Rifle with 12 shots. Shooting can be done with left mouse click, the on-screen circular FIRE button, or the F key. Prevent firing while on cooldown (about 0.18 seconds) or when ammo is empty. Fire a fast, small glowing cyan-blue projectile along the camera’s forward aim direction; it travels about 24 units per second, lasts about 2.2 seconds, and deals 1 damage on enemy hit. Projectiles should visibly glow. A projectile disappears after hitting an enemy, expiring, or traveling outside the arena; ensure an enemy hit can kill the enemy and award score.

Place two floating rotating pickups: a red/orange octahedral “Rocket Launcher” pickup at approximately (-9, 0.8, -9), and a cyan “Overcharge” pickup at (9, 0.8, 9). Each has a glowing core and a white torus ring, bobs slightly while rotating. Collecting the Rocket Launcher changes the HUD weapon text to “Rocket Launcher · 8 shots”; rockets use a slower approximately 0.75-second cooldown, larger glowing orange projectiles, deal 3 damage, and have a blast radius of about 2.6 units that damages nearby enemies. Collecting Overcharge changes the weapon label to “Overcharge,” gives 24 shots, and restores 30 HP up to a maximum of 100 (it otherwise fires using the regular pulse-rifle projectile behavior). Show a temporary centered gold message such as “Picked up Rocket Launcher” or “Picked up Overcharge” after collection.

Build a fixed responsive HUD over the 3D canvas. At top left, show a rounded translucent dark panel with a blue outline containing the spaced uppercase title “ARCFORGE ARENA” and the weapon/ammo line, initially “Pulse Rifle · 12 shots.” At top right, show another rounded panel with “HP 100” and “Score 0 · Wave 1.” Keep the values live as the player takes damage, shoots, collects pickups, and defeats enemies. Place a glowing white plus-shaped crosshair at screen center. Put a large circular red/orange gradient FIRE button at bottom right labeled “FIRE,” usable by pointer/touch. At the bottom center show the instruction text: “WASD / joystick to move · mouse drag to aim · SPACE to jump · click / FIRE to shoot”. Use a clean modern system sans-serif interface, dark translucent glass panels, pale blue text, neon blue borders, warm orange/red firing controls, and a moody low-poly sci-fi visual style. Make the layout responsive for narrow mobile screens and allow the controls to work with both desktop mouse/keyboard and touch input.

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