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Arcade › Arena Five
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nathan inwoba built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arena Five yet. Play it, then tell nathan inwoba what you would add next.
Arena Five was built by nathan inwoba 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 Five 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 low-poly first-person arena shooter titled “Arena Five” using Three.js or an equivalent WebGL engine. The game opens on a dark translucent centered start panel titled “Arena Five FPS,” explaining the controls and offering a “Start Wave 1” button. On start, lock the mouse pointer when possible and place the player at the center of a small enclosed square arena. The camera is a true face-mounted FPS camera at about 1.58 units high, with mouse-look yaw and pitch, a visible glowing cyan/white crosshair and center dot, and a Kenney-style blaster view model held at the lower-right of the screen. Keep the player’s third-person body hidden in normal first-person play, including during emotes, so the view remains mounted to the player’s head. Arena: make a roughly 32-by-32 green square floor with a light green grid made from regularly spaced lines, surrounded by four chunky dark blue-gray walls. Use soft shadows, atmospheric fog, a dark blue background, and bright daylight-like hemisphere/directional lighting. Add five brown low-poly rectangular cover barriers: two horizontal/angled blocks near (-7.5,-5.5) and (7.5,5.5), two perpendicular blocks near (-7.5,6.5) and (7.5,-6.5), and one angled central block. Add several wooden prototype-kit crate props clustered around the cover. Surround the arena with a procedural spherical skybox showing a blue gradient, sparse stars, and repeated oversized goofy white grinning meme faces with dark eyes and toothy smiles. Core controls and combat: WASD moves relative to the current camera direction, including strafing, with collision against arena boundaries and cover. Mouse movement aims the camera; left click fires, and on touch/coarse pointers provide a visible FIRE button. Each shot consumes one round from an 18-round magazine, creates a fast glowing cyan energy sphere projectile traveling from the camera toward the crosshair, gives a small weapon recoil/kick, and plays a laser/pew sound. Press R to reload over about one second, filling the magazine from a 54-round reserve; automatically reload if the player tries to fire with an empty magazine. Use the Kenney Blaster A model when it loads. Show a compact white crosshair at screen center. Enemies and waves: run five progressively harder waves. Wave n should spawn 4 + 3*n armed enemies (7, 10, 13, 16, then 19), one at a time from random arena edges with a short interval. Prefer Quaternius Soldier Male animated models equipped with blasters, using idle/run/shoot/hit/death animations when available. If the soldier asset is unavailable, use a colorful low-poly alien/capsule-like melee enemy instead. Soldier bots keep medium distance: approach if farther than about 8.5 units, retreat if closer than about 4.8, strafe at medium range, avoid cover, and shoot red/orange glowing projectiles when within roughly 15.5 units and line of sight is clear. Their movement and firing pressure should increase slightly with each wave. Enemy projectiles damage the player on contact; melee fallback aliens approach and bite at close range. Player cyan projectiles damage enemies, with roughly 42 + 10 per wave enemy HP and 28 damage per player shot. Defeated enemies disappear, add score, play impact/knockout sounds, and have about a 22% chance to drop a pickup. Pickups and scoring: place a yellow rotating/bobbing ammo pickup at the left side of the starting arena and a green rotating/bobbing health pickup at the right side. The health pickup should look like a glowing green disk with a white cross and restore up to 32 health; the ammo pickup should look like a glowing yellow disk/icon and restore up to 24 reserve rounds. Dropped pickups use the same appearance. Collecting one adds 15 score and plays a chirp. Award 5 score when hitting an enemy and 50 + 10*current wave when defeating one. Health starts at 100; enemy projectiles do 7 + current wave damage. End the game immediately at zero health. HUD and states: across the top, show pill-shaped dark translucent readouts for “HP 100,” a bright green-to-yellow health bar, “Ammo 18 / 54,” “Wave 1 / 5,” and “Score 0.” Update all values live and show “Reloading...” during reload. At the bottom-left display a small translucent control hint: “WASD move • mouse look • meme SFX on hits/pickups/emotes • R reloads • Esc releases mouse.” On touch devices show the circular FIRE button at lower right and a vertical stack of emote buttons above it: “1 Cheer,” “2 Jump,” and “3 Sit.” Emotes: while playing, number keys 1, 2, and 3 (or the on-screen buttons) trigger Victory/Cheer, Jump, and SitDown; pressing Sit again toggles StandUp. Play the corresponding soldier animation and a short playful stinger, keep the camera face-mounted, hide the body, and keep the first-person weapon visible. Show a brief floating label such as “Cheer emote,” “Jump emote,” or “SitDown emote.” Wave progression and ending: after all queued enemies in a wave are spawned and defeated, briefly announce “Wave n” and begin the next wave. Clearing every enemy in wave 5 wins. Display a centered dark translucent end panel with “You survived!”, text saying all 5 waves were cleared and the final score, and a “Play Again” button. If health reaches zero, display “Health depleted,” the reached wave and score, and a “Try Again” button. Include stylized procedural audio: laser shot sounds, impacts/bonks, red enemy damage tones, pickup chirps, wave bass/boom announcements, emote stingers, and distinct win/lose jingles, while gracefully allowing audio playback to be blocked until user interaction. Maintain a clean colorful low-poly prototype aesthetic with soft shadows, glowing projectiles, translucent rounded HUD panels, and no extra gameplay systems beyond those described.