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Arena Düellosu

  • 3d
  • fighting
  • local-multiplayer
  • arena
  • low-poly
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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. Elif Ebrar Mendeş built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arena Düellosu yet. Play it, then tell Elif Ebrar Mendeş what you would add next.

Make your own game

Arena Düellosu was built by Elif Ebrar Mendeş 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 Düellosu 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 Düellosu

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.

Recreate a local two-player 3D fighting game titled “Arena Düellosu” / “İki Kişilik Arena” in a browser using Three.js. Use a fixed elevated perspective camera looking down at the center of a circular arena; the camera sits around (0,12,11), uses a 42-degree perspective lens, and does not follow either fighter. Render a dark navy background with subtle fog, strong soft shadows, warm directional key light, cool rim light, and an ACES-like cinematic tone. The arena is a large dark slate-blue circular cylinder platform about radius 8, with a bright golden-orange torus ring around its edge. Place eight chunky, alternating dark gray-blue polygonal cylindrical pillars evenly around the outside perimeter. Keep the playable area inside the ring, with movement clamped approximately to x=-6.4..6.4 and z=-5.2..5.2.

There are exactly two human-controlled fighters, initially positioned opposite one another near the center at (-3.2,0,0) and (3.2,0,0). Load a stylized low-poly Quaternius Warrior.glb for Player 1 and Ultimate Animated Characters Ninja_Male.glb for Player 2, with cast/receive shadows and idle, walk, sword attack/slash, hit-reaction, and ninja one-handed throw animations where available. Player 1 is visually the warrior with a sword and warm red/pink identity; Player 2 is the ninja with blue identity and a katana. Both remain on the ground plane and face their opponent initially. Movement is normalized 8-direction movement: Player 1 uses WASD, Player 2 uses the arrow keys. Their movement speed is about 3.6 units/second. Update walking and idle animations based on movement, and orient each character toward its movement direction; retain their prior horizontal facing when moving only vertically.

The core goal is to reduce the opponent’s health to zero in a close-range duel. Both fighters start with 100 HP. Player 1 attacks with F and Player 2 attacks with Enter; attacks have roughly a 520 ms cooldown, a 260 ms attack window, and deal 12 damage only when the opponent is within about 2.15 world units and is on the attacker’s facing side. Trigger a suitable attack animation and the opponent’s receive-hit animation, with a brief white hit flash. Once one HP value reaches zero, stop movement and show a Turkish victory message such as “Oyuncu 1 kazandı! Yeniden başlamak için R” or “Oyuncu 2 kazandı! Yeniden başlamak için R”. Press R to reset both fighters to their starting positions, restore both to 100 HP, return to idle, and display “Yaklaş, zamanlamayı tuttur ve rakibini arenadan sil!”.

Add Player 1’s equipment cycling: pressing E cycles between three simple visible procedural weapons attached to the fighter’s hand/weapon mount: Kılıç (sword), balta (axe), and mızrak (spear). The sword and katana should have a metallic blade and dark brown grip; the axe should have a horizontal shaft and metal head; the spear should have a shaft and pointed cone tip. Player 2 always has Katana. Pressing I makes Player 2 throw a four-armed metallic ninja star projectile horizontally toward Player 1. Give it a roughly 700 ms cooldown, move it for about 420 ms, rotate it in flight, and deal 18 damage if it reaches the opponent within the same approximate hit bounds. Show a message if the shuriken kills Player 1, e.g. “Oyuncu 2 ninja yıldızıyla kazandı! Yeniden başlamak için R”.

Build a fixed HTML HUD over the canvas. At the top center, show two translucent dark rounded rectangular fighter cards separated by a bold “VS”: left card “OYUNCU 1” with a numeric 100-to-0 HP value and a full green health bar; right card “OYUNCU 2” with its HP value and a full pink/red health bar. Place a centered status message below the cards, initially “Arena yükleniyor...”. Under that show a small gold-tinted equipment line: “P1 eşya: Kılıç  •  P2: Katana  •  Ninja yıldızı: I”. At the bottom center, show a dark translucent instruction pill reading “P1: WASD + F, E eşya değiştirir  •  P2: Ok tuşları + Enter, I ninja yıldızı” and/or the shorter prompt “Yaklaş ve vur!”.

Also provide touch controls overlaid near the lower corners. On the left, Player 1 has a four-button directional pad with arrow glyphs and a circular red/pink “VUR” button labeled F. On the right, mirrored for Player 2, use a blue directional pad and circular blue “VUR” button labeled ENTER. Buttons should support press-and-hold movement and pointer/touch attack actions. Make the visual style polished dark fantasy arena UI: rounded translucent navy panels, thin subtle borders, white bold typography, green P1 health, hot pink P2 health, gold arena edge, low-poly fantasy characters, and dramatic lighting. Do not add AI opponents, rounds, projectiles other than Player 2’s ninja star, extra pickups, score, lives, or additional arenas.

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