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Arena Dismember

  • 3d
  • sandbox
  • arena
  • autobattler
  • ragdoll
  • dismemberment
  • simulation
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. Shadow The hedgehog built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arena Dismember yet. Play it, then tell Shadow The hedgehog what you would add next.

Make your own game

Arena Dismember was built by Shadow The hedgehog 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 Dismember 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 Dismember

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 sandbox game titled “Arena Dismember.” Show a clean, dark stylized circular arena: a broad charcoal-gray cylindrical fighting platform with a raised metallic ring around its edge, surrounded by evenly spaced chunky pillars, under cool blue-gray lighting and light atmospheric fog. Use an orbiting perspective camera with damping: left-drag rotates, mouse wheel zooms, and right-drag pans. Add an optional cinematic follow mode that smoothly tracks the currently focused fighter.

The main gameplay is an autonomous battle sandbox. Players do not directly control a character; they configure and spawn articulated humanoid fighters, then watch them seek enemies and fight. Humanoids should be chunky procedural rigs visibly made from separate head, torso, upper/lower arm, hand, upper/lower leg, foot, and spherical elbow/knee joint pieces. Give clothing bright team accents: Team A blue, Team B red, and Free fighters purple; use skin-colored heads/hands, dark chest/legs, and visible joints. Fighters should move with procedural walking/running, circling, anime-like burst dashes and occasional chaotic repositioning. They turn toward targets and attack automatically.

Provide these weapons/loadouts: fists, sword, axe, pistol, and rifle. Visually attach the selected weapon to the right hand: fists have no weapon; sword is a long light blade; axe has a broad amber head; pistol is a compact dark gun; rifle is a longer dark gun with stock. Melee fighters close distance and use punches, uppercuts, sword slashes, or heavy axe swings with visible alternating arm attack animations. Gun fighters fire bright small yellow projectile spheres with visible recoil; projectiles travel across the arena and damage targets on contact. Fists at close range can grab/grapple, briefly stun the opponent, and often disarm them.

Each fighter has independent health for head (35), torso (90), left arm (45), right arm (45), left leg (60), and right leg (60), plus total health. Attacks choose body parts according to weapon biases and subtract damage. Show blood-colored impact bursts when hits land. Leg damage progressively slows movement. Arm or torso hits can stagger. Weapons can be dropped when fighters are badly hurt, during grapples, or when the weapon arm is severed. A badly hurt fighter enters a recovering/disarmed state for 15 seconds, then randomly either surrenders and stops fighting or recovers and continues barehanded. When a part reaches zero, sever it depending on the attack and weapon: hide that body segment and throw a small red debris piece with gravity, bounce, and spin. Head loss causes instant death; torso loss kills/collapses; losing the right arm drops the weapon; losing limbs leaves the articulated body visibly incomplete. Dead fighters enter a loose scripted ragdoll collapse, tipping sideways and settling close to the floor, while severed pieces and dropped weapons remain as tumbling debris for a limited time. Keep the mechanics stable and procedural rather than requiring full physics simulation.

Create a glassy dark overlay UI over the 3D scene. At top left, display the title “Arena Dismember” and subtitle “Spawn fighters, arm them, then let the arena sort it out.” At top right, include Show/Hide Menu, Pause/Resume, and Reset buttons. The Battle Setup panel should allow a name prefix, team selection (Team A, Team B, Free For All), weapon selection, count from 1–20, Skill slider approximately 0.6x–1.6x, Aggression slider approximately 0.4x–1.8x, and Scale slider approximately 0.85x–1.25x, plus an “Add Fighters” button. Include preset buttons: Sword Duel (one sword Duelist versus one axe Chopper), Rifle Skirmish (four blue rifle Rangers versus four red rifle Raiders), and Chaos Mix (eight fighters mixing fists, sword, axe, pistol, and rifle across A, B, and Free teams with varied skill/aggression/scale). Include a Rules section describing head loss, arm severing and weapon loss, leg slowing, hurt disarm/recovery, surrender, and grappling.

On the right, show a focused-fighter panel with the selected fighter’s name and state, team, weapon, and whether camera follow is on, a large horizontal gradient health bar, and a two-column readout of the six body-part percentages. Only show a compact floating name/total HP card over the selected fighter (hide other fighters’ cards, aside from the selected dead fighter briefly); make the card indicate surrendering status. At bottom right, show a status/event line such as “Ranger 6 fires at Ranger 1.” and a summary with alive counts for Team A, Team B, and Free, surrendering count, total fighters, elapsed match time, and hints “Tab: cycle focus • C: cinematic camera • M: menu.”

Controls: left mouse drag rotate camera, wheel zoom, right mouse drag pan; Space pauses/unpauses, R resets the arena, M toggles the setup menu, Tab cycles the focused living fighter, and C toggles smooth camera follow. Include responsive layout behavior for smaller screens. Start with a rifle skirmish preset populated so the arena is immediately active, while still allowing reset and custom spawning. Use HTML/CSS UI and Three.js-style browser rendering with shadows, fog, cool dark colors, translucent rounded panels, and bright blue/red team accents. Avoid adding player weapons, inventories, rounds, score, or features not described here.

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