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Arcade › Arena Rivals
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.
Nobody has said anything about Arena Rivals yet. Play it, then tell Davonte Groover what you would add next.
Arena Rivals 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 Rivals 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 playable browser-based 3D third-person obstacle-course game titled “Arena Rivals.” Use an original reality-competition/elimination-show presentation with fictional contestants and fictional host T.L. Ravine; do not use real branding, real people, or likenesses. Start on a full-screen dark navy start overlay with a subtle radial blue glow and a centered rounded translucent panel. Display the large two-line title “Arena Rivals,” a short description about a reality-competition arena game, four selectable contestant buttons, an “Outfit Loadout” section with four selectable outfit buttons, stat bars, and a yellow “Enter the Arena” button. Contestants are: Rookie Rae (coral, Speed 8 / Strength 4 / Focus 5, underestimated and seeking revenge), Captain Cole (cyan, 5 / 7 / 6, loyal until the arena gets ugly), Maya Mayhem (purple, 6 / 5 / 8, turns every vote into a headline), and Brick Jonas (lime, 4 / 9 / 4, strong in strength events but panics in puzzles). Outfits are Rookie Kit (yellow, +1 Speed/+1 Focus, extra flag points, headband visual), Power Vest (orange-red, +2 Strength, less knockback, chest/shoulder gear), Runner Set (cyan, +2 Speed, faster sprint, headband and leg stripes), and Puzzle Crew (purple, +2 Focus, bigger time bonus, shoulder pads and visor). Highlight selected options with their accent color and show combined stats from 1–10. After starting, show a long narrow arena from a trailing elevated camera behind the player. Use a dark blue nighttime stadium environment with fog, strong directional/hemisphere lighting, shadows, side rails, stadium seating/riser blocks on both sides, tall light poles with warm glowing lamps, and a navy floor divided by subtle transverse lane stripes. The course runs along the Z axis from approximately -17.5 to 38.2, with movement constrained between x=-4.9 and x=4.9. At the far start is a raised gold host platform and a sign reading “T.L. RAVINE / HOST.” Use simple colorful low-poly geometric course pieces plus animated 3D humanoid avatars and visible outfit attachments. Load or approximate a generic animated 3D character with idle, walk, run, and jump animations; tint each contestant toward their character accent color. The player starts near z=-15 and runs forward with three AI rivals alongside. The three rivals are Captain Cole, Maya Mayhem, and Brick Jonas, each with their own outfit and colored/tinted avatar. Rivals weave among lanes, move toward the finish, and occasionally jump. They should be able to reach the finish first and trigger a host message, but the player can continue. The player has speed, strength, focus, grounded state, and jump physics: smooth acceleration toward input velocity, gravity, a jump, and collision/knockback handling. Movement controls are WASD or arrow keys; Space jumps. Also provide touch controls: a four-button translucent D-pad at bottom right and a large round yellow-to-orange JUMP button at bottom left. Prevent movement outside the side rails and keep the player within the course bounds. Build the fixed obstacle course with these visible elements: barrels along the side edges, multiple crates arranged down the lanes, a low central “mud wall” near z=-1.2, left and right hurdles around z=6.2, solid elimination blocks around z=18.2 and z=21.4, and three horizontal orange swinging blockers around z=11, 15.5, and 20. Their x positions oscillate side-to-side and their bars rotate slightly, requiring the player to dodge or jump. Solid obstacles stop actors; swinging hazard collisions push the actor backward, with stronger contestants suffering less knockback. A collision with a swing hazard subtracts 15 points and displays a brief host warning. Place five collectible rotating flags at approximately (-4.2, 2.2), (4.1, 9.6), (-3.9, 17.4), (4.1, 25.2), and (0, 34.8). When the player gets close, hide the flag, mark it collected, add 90 plus 6 times Focus to the score, play a bell-like sound, and show a temporary centered story callout saying the flag was secured. At z≈37.5, create a wide raised gold finish platform. Reaching z>36.3 completes the current heat and awards 250 points, 50 per collected flag, and a time bonus based on remaining speed/time performance plus Focus. Run four heats/events in sequence, labeled in the HUD as Event 1: Barrel Bash, Event 2: Crate Climb, Event 3: Swing Gauntlet, and Event 4: Final Sprint. The physical course can remain the same while the event label and story advance. Between heats, reset actors to the start, reset flags, reset timer, preserve score, and briefly announce the next event. After Heat 4, show a persistent “Season Complete” state and a host message with the contestant’s final score. Keep a fixed HUD over the 3D view: top-left translucent rounded panel with gold “ARENA RIVALS” and the current event; top-right panel with Score, Heat out of 4, Time, and player stat values; and a centered translucent story/callout panel below the top bar. Use short host messages from “Host T.L. Ravine” to introduce each event, mention the selected contestant’s story and outfit perk, announce collected flags, warn about swing impacts, report a rival reaching the finish, and announce heat/final completion. Use white text with gold emphasis, accent-colored controls, rounded panels, a dark navy/coral/cyan/purple/lime/yellow visual palette, and a polished arcade reality-show feel. Include jump and bell sound effects if available. Expose game state functions if supported: getGameState should report started/paused/gameOver, score, heat, timer, current event, player position/avatar/outfit/stats/grounded state, rivals, and number of flags taken; setGameState should allow changing score, heat, timer, pause/game-over state, pre-start outfit, and player position.