Arcade › Arena Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. brandon.molina2202 built it with Cinevva, so it works on a phone or a tablet too.
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Arena Clash was built by brandon.molina2202 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.
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 top-down arena shooter/brawler titled “Arena Clash,” with a dark navy sci-fi game UI and a stylized low-poly fantasy/arcade presentation. Begin on a full-screen French-language selection menu over a dark blue/purple gradient: show the title “ARENA CLASH,” subtitle “Choisis ta map et ton super héros.”, three map choices in a two-column grid, three hero choices, and a large orange “JOUER” button. The map choices must be: “Jungle Rush” (selected by default, described as “Arène verte, obstacles violets”), “Désert Rouge” (“Sable chaud, terrain orange”), and “Base Polaire” (“Glace bleue, ambiance froide”). The hero choices must be: “Nova” (default, “Équilibré”), “Titan” (“Style lourd”), and “Spark” (“Énergie violette”). Selected cards have a gold border and dark gold-brown background. After pressing JOUER, hide the menu and enter a circular 3D arena viewed from an elevated top-down perspective with a perspective camera that follows/targets the player. The arena is a large flat circular disk with a glowing/gold torus border, directional and hemisphere lighting, soft shadows, and atmospheric fog. For Jungle Rush use a deep green ground, purple cubic cover obstacles, and dark navy background/fog. For Désert Rouge change the background to dark reddish brown, ground to warm orange/brown, and obstacles to dark red/magenta. For Base Polaire use a cold blue background and blue ground/obstacles. Place six square block obstacles around the arena, approximately at varied positions: left-center, right-center, upper/central, lower/central, far-left, and far-right; they are low-poly square pillars/cubes and act as visual cover/obstacles. Add a few decorative low-poly barrel/rock props near the outer edges. Use a low-poly soldier-like humanoid 3D model for the player, initially positioned near the south side of the arena, scaled visibly large enough to read clearly, with idle animation and shadows. Recolor the player based on the selected hero: Nova cyan/blue, Titan red, Spark lavender/purple. Spawn four enemy soldier bots around the arena, with cyan or red variants, idle animations, shadows, and names/identities distinct from the player. Enemies continuously pursue the player across the arena; when within close range they attack about every 1.1 seconds for 8 health. Cyan and red variants differ only visually and in movement speed, with the red variant slightly faster. The player starts with 100 health, score 0, super charge 0%, and a 90-second countdown. Implement movement using WASD and a mobile-compatible virtual joystick/top-down control system. The player can shoot with mouse/pointer click on the canvas, the Space key, or the large red “TIRER”/shoot button at the lower right. Limit shots to one every 280 ms. Each shot is a small glowing yellow sphere fired in the camera/player forward direction, travels quickly across the arena, and expires after roughly 1.2 seconds. A bullet hit on an enemy deals 35 damage; each enemy begins with 60 health, so normal enemies require two hits. When an enemy dies, remove its model, add 1 to the score, and add 18 percentage points of super charge. Normal shots also add 4 percentage points per shot, capped at 100%. When super charge reaches 100%, make the purple “SUPER” button fully opaque and visibly pulse; otherwise it is semi-transparent and displays the current percentage, such as “SUPER 0%.” Activate the super with the E key or the purple button. If charged, reset the meter to zero, create a brief expanding lavender/purple circular ring blast centered on the player, and instantly damage all enemies within approximately 4.8 world units for 100 damage, killing them if their remaining health is depleted. Show a toast notification for the super and important events. Create a fixed HUD over the 3D view. At top left place a translucent dark rounded brand panel reading “ARENA CLASH” and “mini brawler original.” At top right show rounded statistic pills with heart and health value, star and score, lightning and super percentage, and stopwatch and remaining time. At bottom left show a translucent help panel in French with: “Déplacement : WASD / joystick”, “Tir : clic, espace ou bouton rouge”, “Super : E ou bouton violet quand chargé”, and “Admin : clique 5× sur le logo.” At bottom right place the purple super button and red shoot button. Use responsive sizing for mobile screens and rounded translucent panels with subtle borders, shadows, and blur. The round ends when the timer reaches zero or the player’s health reaches zero; freeze active gameplay and show an appropriate French toast such as “Temps écoulé !” or “KO — recharge la partie.” Use short centered translucent toast messages for events such as map/hero selection, “Élimine les bots !”, eliminations, and super activation. Include the hidden local admin feature actually implied by the UI: clicking the ARENA CLASH brand/logo five times reveals an orange ADMIN button in the top-right HUD. Clicking it toggles a dark administrative modal with gold border and French heading “Panneau administratif,” containing buttons for “Soigner” (restore health to 100), “+3 ennemis” (spawn three additional red enemies at random arena positions), “Mode dieu” (toggle invulnerability from enemy attacks), “Enregistrer” (save score, health, super, timer, round state, mode, and selections to local browser storage), “Charger” (restore that local save), and “Reset” (reload/reset the page). Make it clear this is local browser functionality, not server security. Preserve the clean arcade look: white bold sans-serif text, dark translucent navy cards, orange/gold accents, red shooting control, purple super control, and no extra mechanics beyond those described.