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Brutal Arena

  • 3d
  • fighting
  • arena
  • mobile
  • arcade
  • gore
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. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Brutal Arena was built 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 Brutal Arena 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 Brutal Arena

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 mobile-oriented 3D arena fighting game titled "Brutal Arena". Use a third-person cinematic camera in a square, enclosed arena: an approximately 18x18 dark brown-black floor bounded by four modular wall sections around x/z = +/-8, with several scattered gray rectangular rock/debris blocks. Use a very dark scene with fog, warm overhead directional lighting, subtle red rim lighting, soft shadows, and an ominous bloody atmosphere. Place the player Soldier near (-2,0,0) and the enemy Skeleton Warrior near (2.5,0,0), initially facing one another. Load or approximate an animated soldier character and an animated skeleton warrior character, with idle, punch, sword-slash/heavy attack, hit-reaction, and death animations; retain simple capsule-like placeholders until models load if needed.

The camera should dynamically frame both fighters from a slightly elevated, behind/side cinematic angle. Keep the midpoint between fighters in view, change distance based on separation (roughly 5.5 to 9 units), lower the camera for close fights, smoothly interpolate movement, and add visible camera shake on heavy impacts and fatality executions. Keep fighters inside +/-7.5 arena bounds and have them automatically face each other when not attacking. The player moves using a virtual joystick at lower left; joystick displacement moves on the horizontal ground plane at speed 4.5, and movement is disabled while attacking. Also support desktop fallback keyboard controls: Q light punch, E heavy punch, A light kick, D heavy kick, Space special/fatality, and Left Shift block.

Implement combat as timed attacks with startup, active hit, and recovery phases. Player attacks are: light punch (8 damage, range 2.2, startup .15s, active .12s, recovery .25s), heavy punch (18 damage, range 2.5, startup .25s, active .18s, recovery .4s), light kick (10 damage, range 2.8, startup .18s, active .15s, recovery .3s), heavy kick (22 damage, range 2.6, startup .35s, active .2s, recovery .5s), and special (35 damage, range 3.0, startup .4s, active .25s, recovery .6s). Use forward-facing approximate hit positions rather than projectile attacks. A successful hit causes hitstun, interrupts the opponent's current attack, applies knockback, flashes the struck model red briefly, shakes the camera for heavy attacks, and emits a directional spray of dark red blood particles plus a dark red ground splatter decal. Cap active blood/debris particles around 80 and let particles arc upward with gravity, bounce/settle on the floor, fade, and disappear; let ground splatters fade over several seconds.

The skeleton is AI-controlled: it faces and approaches the player when farther than about 3.5 units, and at close range randomly chooses light punch or occasional heavy punch; when below 60 health it can occasionally choose heavy kick. Give the enemy the same timed attack phases and have its attacks damage the player unless the player is blocking or in hitstun. Blocking is held through the block button/touch or Left Shift, reduces movement speed to 40%, and reduces incoming damage to 25%; visually communicate the block state through the control and state behavior rather than inventing a shield effect. Both fighters start with 100 health. The player has a special meter internally: it increases when either side takes damage (player gains 6 when hit; player gains 10 for a normal successful hit and 18 for a heavy/special hit), slowly decays, is capped at 100, and a normal special requires at least 65 meter, consuming 50 when started.

Build a fixed HUD over the 3D view. At the top left show a green health bar labeled SOLDIER; at the top right show a red health bar labeled SKELETON. Use dark charcoal bar backgrounds, gray borders, white bold labels, and responsive percentage fills. At lower left show a translucent black circular joystick with a light gray outline and a white circular knob. At lower right show a 2-column by 3-row grid of large dark translucent rounded-square buttons labeled LIGHT PUNCH, HEAVY PUNCH, LIGHT KICK, HEAVY KICK, BLOCK, and SPECIAL / FATALITY. Give the block button a bright blue border and the special button a bright yellow border; regular attack buttons use gray borders and briefly turn red when pressed. Above the controls, center a small yellow status text area that can display the initial control hint, SPECIAL READY when meter is above 70, and victory/defeat messages.

When the enemy's health reaches 18 or less and the player is within 3.5 units, show a prominent centered red "FINISH HIM!" banner for 5 seconds and status text "FINISH HIM - GET CLOSE + SPECIAL". While this opportunity is active, pressing SPECIAL executes a fatality rather than the normal special: lock the fight into a short approximately 5-second cinematic, force the fighters to face each other, display "FATALITY" in a dark red banner with a red border, trigger heavy camera shake, play the skeleton death animation, emit a very large cascade of blood, and fling several small gray bone/debris pieces upward with gravity. Continue extra blood effects during the sequence, then end with status "FATALITY COMPLETE". If the player lets the timer expire, hide the banner and return to normal combat. If either health reaches zero outside the fatality, stop combat, show VICTORY if the skeleton dies or DEFEAT if the soldier dies, and on victory emit a final large burst of blood. Keep the visual style low-poly, grim, dark, and arcade-like, with no extra gameplay systems, weapons, projectiles, rounds, or UI elements beyond these mechanics and controls.

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