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Arena Clash

  • 3d
  • fighting
  • arcade
  • arena
  • side-view
0
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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. Alijah Haldeman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arena Clash yet. Play it, then tell Alijah Haldeman what you would add next.

Make your own game

Arena Clash was built by Alijah Haldeman 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 Clash 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 Arena Clash

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 compact playable 3D 1v1 fighting game titled “Arena Clash” using Three.js. Present it with a side-on perspective camera that keeps both fighters framed, smoothly tracking their midpoint and moving farther back as they separate. The arena is a dark stylized low-poly circular platform: a broad dark blue-gray cylindrical floor with a raised glowing/accent torus ring around it, a nearly black-blue back wall, and four evenly spaced rectangular pillars behind the fighters. Use soft shadows, fog, cool blue atmospheric lighting, and a clean arcade presentation.

Place two simplified block-built humanoid fighters on the platform, facing each other along the horizontal X axis. The player starts at x=-2.8 and is blue: blue limbs and head, a vivid royal-blue chest, and a small glowing blue circular aura/ring at the feet. The CPU starts at x=2.8 and is red/orange: coral limbs and head, bright red chest, and a red/orange glowing foot ring. Each character consists of a rectangular pelvis, rectangular chest, spherical head, two rectangular arms, and two rectangular legs. Animate simple walking bob/limb movement, guard posture, attack poses, hit flash, and slight hit-stun tilt. Keep fighters constrained to approximately x=-5.7 to 5.7 and prevent them from overlapping by pushing them apart.

Implement a 60-second round. Both fighters begin with 100 health. The player wins immediately when the CPU reaches zero; the CPU wins when the player reaches zero. If time reaches zero, award the win to the fighter with greater health, or show Draw when equal. During the initial roughly 1.2 seconds, show “Ready” and then “Fight!”. After a round ends, display the result and “press R”; R resets both fighters, health, timer, and state for an instant rematch.

Player controls must be exactly: A/D move left/right, W jump, F light punch, G heavy kick, H block, and R restart after the round ends. Movement uses horizontal acceleration/direct velocity, with normal speed about 5.2; jumping has vertical power about 8.5 and gravity about 22. A jump is available from the ground, and W should trigger only once per press. Blocking is ground-only, stops most movement (roughly 45% speed), and is held while H is down. Attacks cannot start during cooldown, an existing attack, hit stun, or after game over. A light punch lasts about 0.22 seconds, has a 0.35-second cooldown, range about 1.55, damage 8, knockback 4.2, and stun 0.18 seconds. A heavy kick lasts about 0.36 seconds, has a 0.65-second cooldown, range about 1.95, damage 14, knockback 6.5, and stun 0.3 seconds. Resolve a hit once after the attack windup: light becomes active after about 0.08 seconds, heavy after about 0.12 seconds. Only hit an opponent in front of the attacker, within attack range, and within about 1.3 vertical units. A successful unblocked hit causes the listed damage, brief flash, knockback and upward bounce; blocking reduces damage to 25%, greatly reduces knockback and stun, and only works when the defender is facing the attacker. Include simple hit sounds and jump/attack sounds if audio is available, without making audio essential.

Give the CPU simple autonomous behavior. It should face the player, approach until within about 1.65 units, then stop and occasionally choose a light punch, heavy kick, jump, or brief block when the player is attacking. Apply the same combat rules and cooldown/stun behavior to the CPU. Make the camera and character orientation communicate the side-view fight clearly.

Overlay a fixed HUD at the top of the screen. At upper left show the label “PLAYER” and a blue gradient health bar; at upper right show “CPU” and a coral-to-red gradient health bar aligned from the right. In the centered top column show a large remaining timer, initially “60”, with the status below (“Fight!”, “Ready”, the win/loss/draw result, or “press R” on game over). Under these, show the exact instruction line: “A/D move · W jump · F punch · G kick · H block · R restart”. Add a faint oversized centered “Arena Clash” title watermark behind the action. Use an unobtrusive sans-serif font, dark navy-to-black background/sky gradient, translucent HUD styling, and health-bar width updates that visibly reflect damage.

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