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Arena Legends

  • 3d
  • racing
  • obstacle-course
  • arcade
  • endless-runner
  • competition
  • third-person
  • mobile-friendly
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. Davonte Groover built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arena Legends yet. Play it, then tell Davonte Groover what you would add next.

Make your own game

Arena Legends was built by Davonte Groover 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 Legends 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 Legends

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 playable browser 3D obstacle-race game titled “Arena Legends: Gauntlet Edition.” Use a dramatic sports-broadcast presentation with a black, deep-red, and gold/yellow visual palette, bold condensed display typography, dark translucent panels, red accent borders, and strong shadows/glows. Begin on a full-screen title/menu overlay over a dimly lit 3D arena. The menu should show large “ARENA LEGENDS” branding, a red “GAUNTLET EDITION” label, vertical “ROOKIE CONTENDER” text, and skewed stacked buttons: Play, Career, Daily Challenge, Customize, and Options. Play starts the one playable gauntlet; the other buttons can present informational toast messages rather than opening additional game modes. Include a player card reading “Your Legend,” Level 1, and “Win the gauntlet to rank up,” plus feature cards describing Daily Heat, The Arena, Rivals, and Gear Up.

The actual game is a third-person, behind-the-runner 3D race down a long enclosed arena course. The player is a stylized blue-soldier humanoid character (use an animated humanoid model with idle, run, jump, victory, defeat, and hit reactions; a simple capsule fallback is acceptable). Start the player near the back of the course at a red starting line, facing forward toward decreasing Z coordinates. Use a smooth elevated follow camera, positioned behind and above the player, looking ahead down the course; subtly follow horizontal movement and jumping. The arena has a wide nearly black competition floor, five lanes divided by thin dark-gray stripes, tall dark side rails, red and gold point lights, black/red surroundings, atmospheric fog, and small drifting ember-like streaks. Add decorative red energy-ring styling near the menu area and two small podium blocks near the start.

The goal is to run from the red start line to the glowing gold finish line at the far end before the 60-second timer expires. Controls are WASD or arrow keys for movement in four directions and Space for jumping. Movement should be smooth and analog-feeling, constrained within the arena width and course bounds. Jumping gives a short vertical arc and lets the player clear low obstacles; play a jump sound. Also provide touch controls: a four-direction on-screen D-pad at bottom left and a circular Jump button at bottom right. Show a brief centered toast at the start saying “Run the Gauntlet” and explaining that the player must reach the gold finish before time runs out.

Populate the straight course with twelve fixed obstacles in alternating lanes: recognizable low-poly crates, traffic cones, and barrels, using approximately four of each, distributed from the starting area through the finish approach. Obstacles should block the runner when contacted on the ground. A collision causes a hit reaction, pushes the player away, subtracts 8 seconds and 18 score, and displays a brief “Hit! -8s. Keep moving.” toast with an impact sound. Add three large red moving rival blockers at different positions along the course; each continuously sweeps left and right across the width, visibly rocking as it moves. Contact with one subtracts 12 seconds and 28 score, pushes the player away, and plays the hit feedback.

Place nine rotating, hovering gold star collectibles along the route at varied lane positions. They bob slightly and spin. Collecting one hides it, increments the star counter, awards 100 score immediately, and plays a pickup/jump-like sound. The course should end visually near a dark final climbing-wall structure: a broad dark wall with several staggered yellow climbing holds. Preserve it as a prominent final obstacle/set piece in the view, with the gold finish line at the end of the run.

Race four AI contestants alongside the player, named Mara, Knox, Vega, and Rook. Give them colored variations of the same humanoid model, separate starting lanes, slightly different forward speeds, and gentle side-to-side weaving. They should advance automatically toward the finish, attempt simple side steps around fixed obstacles, collide and slow down if they hit one, bump shoulders with the player, and play run/idle/hit/victory/defeat animations. When an AI reaches the finish it becomes safe and celebrates. At elimination cuts, the currently farthest-behind active runner is eliminated: show the eliminated AI stopped/tilted with a bright red X marker and a defeat reaction. Cuts happen when the remaining timer reaches 45, 30, and 15 seconds. If the player is last at a cut, immediately end the run as an elimination; otherwise award 75 score when an AI is eliminated. Finished and eliminated runners no longer count as active.

During play show a HUD overlay. At the top left display Time, starting at 60.0 and counting down; at top center show “The Gauntlet” and “Win or go home”; at top right show “Fame / Stars” with score and collected-star count. Add a left-side Elimination Cut panel showing the number alive and the next cut time, and a right-side Standings panel listing You, Mara, Knox, Vega, and Rook with rank numbers, SAFE for finishers, and OUT for eliminated contestants. At the bottom center show the objective “Reach the finish. Grab stars. Survive the cuts.” and a red-to-gold horizontal progress bar tracking the player’s distance from start to finish. Use responsive sizing so the panels work on desktop and mobile.

If the player reaches the gold finish before time expires, end in a win state with a victory animation and a toast such as “Finalist Wins,” including the number of survived cuts and final score. Add a time bonus equal to the remaining seconds times 10 and an extra 25 points per collected star at completion; bank the resulting score as fame, increase the persistent level roughly once per 800 banked fame, and save the best run locally. If time reaches zero or the player loses an elimination cut, show defeat/elimination animation and a “You Are Eliminated” message, then return to the menu after a short delay. Support Escape to pause/resume during a run with a pause toast. Use Three.js-style real-time 3D rendering, soft shadows, fog, animated lighting, and lightweight sound effects for jumping, pickups, and impacts. Keep the game original and use no real-world TV show branding, logos, or celebrity likenesses.

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