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Cinevva Brawler

  • 3d
  • arena-brawler
  • action
  • character-selection
  • mobile
  • sci-fi
  • arcade
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. kosagural built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

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.

Read the build brief for Cinevva Brawler

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 called “Cinevva Brawler” with a dark sci-fi presentation and a character-selection menu leading into a simple battle sandbox. Use a Three.js-like perspective 3D scene: a near-black/navy background with subtle fog, a large dark blue gridded floor, strong cyan rim lighting, soft white overhead light, shadows, and a high angled camera. Place two dark metallic sci-fi barriers toward the left and right rear and two crates nearer the sides of the arena. The overall visual style is polished toon/low-poly sci-fi, with vivid cyan, blue, yellow, and orange UI accents.

Menu screen: keep a fixed overlay HUD over the 3D scene. At the upper left show the spaced white brand “CINEVVA”. At upper right show three rounded dark resource pills with blue outlines and the visible values 🪙 12,480, 💎 340, and ⚡ 86. Also show a gold/orange gradient “ПРОКАЧАТИ” button near the upper right. In the 3D center/menu scene, present three character platforms arranged horizontally, each a dark circular raised cylinder with a glowing colored ring: cyan for Raven, yellow for Volt, and pale cyan for Frost. Show the currently selected fighter prominently, with the camera gently drifting and the character idling/rotating slightly. At the bottom, show a translucent navy information card with cyan border and rounded corners. The default selection is Raven and the card reads “ASSAULT · MYTHIC”, “RAVEN”, and the Ukrainian description “Швидкий універсальний боєць з енергетичною гвинтівкою.” Include stat chips/labels “HP 4,200”, “DMG 780”, “SPD 8.2”, “RANGE 9m”, and “RELOAD 1.1s”. Include three pagination dots with the first active, a cyan/blue “ВИБРАТИ” button, and a prominent centered blue “BATTLE” button above the bottom edge. Swiping horizontally cycles the three fighters and updates the active platform ring and information card; keyboard-equivalent left/right selection is acceptable if swipe is unavailable.

The selectable fighters are exactly: Raven, class “ASSAULT · MYTHIC”, cyan color, description above, stats HP 4,200 / DMG 780 / SPD 8.2 / RANGE 9m / RELOAD 1.1s, gadget “PHANTOM”, super “VOID STRIKE”; Volt, class “DAMAGE · EPIC”, yellow color, description “Електричний стрілець, що карає групи ворогів.”, stats HP 3,600 / DMG 920 / SPD 7.4 / RANGE 8m / RELOAD 1.3s, gadget “SHOCK WAVE”, super “THUNDER FIELD”; Frost, class “CONTROL · LEGENDARY”, pale-cyan color, description “Кріо-контролер, який перетворює карту на пастку.”, stats HP 3,900 / DMG 650 / SPD 6.8 / RANGE 7m / RELOAD 1.5s, gadget “CRYO TRAP”, super “WINTER STORM”. Use simple stylized humanoid sci-fi soldier models or equivalent low-poly character meshes for the three displayed fighters; Raven uses a soldier model, Volt an enemy-like model, and Frost a hazmat-like model.

Battle mode: clicking BATTLE hides the menu and switches to an overhead third-person arena view. Show the selected fighter as the player at the front/lower area of the arena and a single glowing red/pink faceted training enemy (an icosahedron-like object) near the far center. The camera is high, follows the player smoothly, and looks toward the player and enemy. Clamp movement to roughly the arena bounds, about x -7 to 7 and z -5 to 6. Provide keyboard movement with WASD and a virtual touch joystick at bottom left; movement speed should feel brisk, around 4.8 world units per second.

Battle HUD: at top center display “IRON CANYON · 03:00”. Under the top area show a full-width dark health bar with a bright green-to-lime fill, initially 100%. At bottom right place three circular ability buttons: “GADGET” in cyan/blue, a larger orange/yellow “SUPER”, and “ATK” in blue. At bottom left place a translucent circular joystick with a glowing cyan inner stick. Keep the “← МЕНЮ” button at bottom left/near the joystick area to exit back to character selection. Show small rounded toast notifications near the top center for events.

Combat mechanics should remain simple and match the implementation: pressing ATK or Space fires one bright sphere projectile colored to the active fighter toward the enemy; only one projectile is maintained at a time, it travels forward toward decreasing z, and on contact within about 1.1 units it flashes the enemy and increments a score counter. Each attack adds 18 percentage points to a super meter, capped at 100. The SUPER button displays/communicates the current charge; pressing Q or SUPER before full charge shows the current percentage, while at 100 it resets the charge, briefly enlarges the enemy, and displays the selected fighter’s super name. Pressing E or GADGET creates a short-lived colored glowing ring/halo on the ground around the player for about 0.8 seconds and displays the selected fighter’s gadget name; it does not need to damage enemies. Start battle with a “3 · 2 · 1 · GO!” toast. Preserve the stylized dark navy, cyan glow, rounded translucent panels, bold condensed-looking white typography, and Ukrainian/English mixed labels visible in the reference. Do not add extra enemies, weapons, levels, inventory screens, or unimplemented progression systems.

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