Appearance
Arcade › Cinevva Brawler
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kosagural built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cinevva Brawler yet. Play it, then tell kosagural what you would add next.
Cinevva Brawler was built by kosagural 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 Cinevva Brawler 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 mobile-friendly 3D arena brawler titled “Cinevva Brawler,” rebuilding the game from scratch with the following exact structure and behavior. Use a dark futuristic neon presentation. The full-screen 3D scene should use a deep navy/black background with fog, cool cyan and blue lighting, glossy dark-blue materials, subtle bloom-like emissive accents, and a third-person/top-down camera looking down into the arena. The arena is a circular metallic platform roughly 26 units wide, surrounded by low dark-blue walls, with several rectangular interior barriers arranged around the center. Use shadowed, stylized low-poly/animated humanoid and mech character models. The lobby camera shows the selected fighter standing centered on the platform, enlarged and facing toward the camera, slowly rotating while idle. The title/lobby HUD is an overlay above the 3D scene. At the upper left show glowing cyan text split over two lines: “CINEVVA //” and “BRAWLER.” At the upper right show rounded translucent navy resource pills with thin blue outlines: “👤 КОСЯ”, “🏆 8420”, “⚔ MYTHIC II”, and “⚡ PRESTIGE 17.” Use Ukrainian labels in the interface where shown. The main lower-left/lower-center translucent navy panel has a rounded outline and contains the selected fighter details. Initially select RAVEN and display: - Name: RAVEN - Description: “Швидкий assault з енергетичною гвинтівкою” - Three stat cards: 4200 HEALTH, 680 DAMAGE, Fast SPEED - A horizontal fighter selector with three cards: RAVEN / Assault / Power 8, VOLT / Damage / Power 8, IRON / Tank / Power 11 - A large cyan-to-mint gradient button labeled “⚡ BATTLE” - An orange gradient button labeled “★ БІЙЦІ” - Hint text: “Рух у бою: лівий joystick або W A S D · приціл праворуч” - Navigation buttons for ГОЛОВНА, БІЙЦІ, МАГАЗИН, ПРОФІЛЬ, ПОДІЇ, PASS, КВЕСТИ, and ДРУЗІ, with ГОЛОВНА active. Implement exactly three selectable fighters: 1. RAVEN: class Assault, description “Швидкий assault з енергетичною гвинтівкою”, 4200 HP, 680 damage, Fast speed, cyan color, using a soldier-style animated character. 2. VOLT: class Damage, description “Електричний damage-бравлер з ланцюговими зарядами”, 3600 HP, 760 damage, Fast speed, blue-violet color, using a blue soldier-style animated character. 3. IRON: class Tank, description “Важкий робот-tank з великим HP”, 7000 HP, 920 damage, Heavy speed, orange color, using a heavy mech/robot-style animated character. Clicking a fighter card updates the displayed name, description, HP, damage, speed, active border, and showcase model. Include a fighter collection side panel opened by БІЙЦІ or the БІЙЦІ button. It should be a rounded translucent panel at the upper-right with “КОЛЕКЦІЯ БІЙЦІВ,” close button, the same three fighter cards, selected fighter detail, and tabs Клас, Прокачка, Магазин, Скіни. Show the following static detail content when appropriate: class/HP/damage and “Основна атака та Super готові до бою”; upgrade text “Power 8/11 → наступний рівень”, “Coins: 1 200 · Power Cores: 80”, “Бонус: +8% HP, +6% damage”; shop text mentioning Coins, Gems, and Power Cores; and skins “Base”, “Cyber”, “Shadow”, “Hyper” plus the fighter name. Other navigation buttons can open the same side panel and show their label in a temporary toast, without adding unsupported systems. When BATTLE is pressed, hide the lobby panels and show the battle HUD. Load all three character models, place the selected player near the front of the arena, and spawn three enemies: VOLT at the left rear, IRON at the right rear, and RAVEN at the back. Use a top-down third-person camera that follows the player. Movement must support keyboard W/A/S/D and the platform’s touch/joystick-style top-down controls; RAVEN and VOLT move at about 5.2 units/sec and IRON at about 3.2 units/sec. Characters have idle and run animations, and attacks use a shooting animation for RAVEN/VOLT and a punch animation for IRON. The battle HUD should show at the upper left a rounded objective pill reading “IRON CANYON · WIPEOUT” and a counter “0 / 5.” At the upper right show a pink/red bordered health bar with a yellow-red fill and numeric health such as “4200 / 4200.” At the bottom right place three large circular ability buttons: GADGET, a larger gold-outlined SUPER, and ATTACK. Above them place a translucent circular aim pad with a glowing cyan dot that can be dragged in any direction. At the bottom left show a “← LOBBY” button. Core battle mechanics: - Press ATTACK to fire a glowing spherical energy projectile toward the nearest living enemy, colored according to the selected fighter. The aim direction should influence the firing direction/target point, while the nearest enemy is used as the default target. - Projectiles travel quickly across the arena, disappear after roughly 1.5 seconds, and deal the selected fighter’s damage to enemies. Enemy projectiles are pink/red and deal 120 damage to the player. - Enemies continuously move toward the nearest living opposing target, rotate toward it, and fire approximately every 1.8 seconds when within 10 units. - Each enemy has 1000 HP. Defeated enemies disappear from the arena. Player eliminations increment the score. - SUPER creates a brief glowing cyan/blue or orange circular ring field centered on the player, expanding/fading over about 0.65 seconds. It damages all nearby enemies for 1.8 times the selected fighter’s normal damage. IRON’s super radius is 4 units; RAVEN and VOLT’s radius is 3 units. - GADGET performs a “SHOCK WAVE” effect by pushing the nearest enemy away from the player about 1.8 units and showing a temporary toast; it does not need an elaborate projectile. - End the battle with VICTORY when 3 enemies have been defeated, or DEFEAT when player HP reaches zero, then return to the lobby after a short delay. Keep the HUD counter formatted as score out of 5 even though the victory condition is three defeats, matching the original presentation. - Show short rounded toast messages such as “3 · 2 · 1 · GO!”, “ATTACK”, “RAVEN SUPER”, “SHOCK WAVE”, “VICTORY!”, “DEFEAT”, and “Повернення до лобі.” Add simple short oscillator-like electronic sounds for selection, firing, super, and gadget actions if audio is available. Use responsive CSS suitable for a narrow portrait mobile screen and desktop. Keep all HUD controls touch-friendly, with pointer events and no page scrolling. The overall style should match a polished futuristic brawler lobby: navy glass panels, cyan glowing outlines and text, gold accents for progression and Super, rounded buttons, compact bold sans-serif typography, and a large mostly empty dark 3D space behind the lobby panel.