Appearance
Arcade › Arena Blades
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jory10 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arena Blades yet. Play it, then tell jory10 what you would add next.
Arena Blades was built by jory10 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 Arena Blades 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 melee arena game titled “Arena Blades.” Use Three.js ES modules with no build step and a full-window canvas. The camera is a smooth, slightly elevated isometric/over-the-shoulder view: follow the player from above and behind, looking toward the arena floor, with mild camera shake when hits land. The scene has a dark navy background and fog, warm directional sunlight plus cool hemisphere lighting and several orange torch point lights. The player is one fantasy warrior centered in a large circular sandstone arena. Use a readable Quaternius-style armored warrior character with a sword (or a simple fallback humanoid if assets fail), with idle, running, sword attack, and roll/dodge animations. The warrior moves with WASD or arrow keys, aims/turns toward the mouse cursor projected onto the ground, attacks with left mouse click or Space, and dodges with Shift. Movement is constrained inside the arena. A dodge is a brief fast burst in the movement direction (or facing direction if no direction is held), grants brief invulnerability, and has a short cooldown. The sword attack has a short cooldown, plays a swing sound, shows a gold slash arc in front of the warrior, and damages all enemies within roughly 2.35 units and a forward-facing cone. Include hit sparks, impact sounds, and subtle camera shake. Build the arena as a broad brown/tan circular floor with a gold outer boundary ring and a smaller gold combat ring near the center. Surround the edge with eight short gray stone pillars and, if available, repeated stylized brick-wall assets. Scatter a few crates and red/white explosive barrels around the perimeter as decorative obstacles/props; they do not need special interaction. Use shadows, warm materials, and a clean low-poly fantasy/toon asset style. Enemies are red/orange goblin-like melee fighters that spawn around the outer ring, carry swords, and chase the player. There are exactly five sequential waves with sizes 3, 4, 5, 6, and 8. Spawn enemies over time rather than all at once. Each enemy has a floating health bar projected above its head. Goblins move toward the player, play running/walking animations, and attack when within about 1.25 units, dealing 5 plus a small wave-scaled amount of damage about every 1.15 seconds. Enemy health and speed scale by wave: base health about 42 plus 9 per wave, and speed about 1.75 plus 0.14 per wave. Player attacks deal 28 damage. Enemies show red/orange hit sparks, hit reaction/death animation, then disappear shortly afterward. Clearing all enemies and pending spawns advances to the next wave; clearing wave five displays a centered Victory message. If player health reaches zero, display a centered Defeat message. The game begins paused behind a centered “Arena Blades” prompt telling the user to click, press Space, or move to start the first wave. Add a fixed HUD layered over the canvas. In the upper-left, show a dark translucent rounded panel with gold border, the title “Arena Blades,” a Health label with current/max health text and a green-to-yellow horizontal bar, and an Attack label with “Ready” or a seconds countdown and a cooldown bar that is blue/purple while cooling down and orange/yellow when ready. The actual player maximum health is 140. At the top center show “Wave 1 / 5” through “Wave 5 / 5” and “Enemies: N,” where the count includes living enemies plus enemies still waiting to spawn. In the lower-left show controls: Move WASD / Arrows, Aim Mouse, Attack Click / Space, Dodge Shift; hide this control panel on narrow mobile screens. Project small red-to-orange enemy health bars above visible enemies. Use dark translucent panels, pale text, gold title accents, rounded corners, subtle shadows, and responsive positioning. Expose optional window.getGameState() and window.setGameState(patch) helpers for debugging, including player position/health, wave, enemy counts, cooldowns, started/game-over/win state.