Arcade › Frag Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohamad _Mx built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frag Arena yet. Play it, then tell Mohamad _Mx what you would add next.
Frag Arena was built by Mohamad _Mx 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 Frag 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.
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 browser-playable first-person 3D arena shooter titled “Frag Arena,” using a dark futuristic neon style and low-poly geometry. The game should open on a full-screen start overlay with the cyan glowing title “FRAG ARENA,” instructions, and a “CLICK TO PLAY” button. The instructions should communicate: WASD movement, mouse look, click to shoot, Space to jump, green jump pads launch the player, collect the orange ROCKET and purple RAILGUN power weapons with limited ammo and high damage, and the first player to 10 frags wins; the player and enemies respawn. After clicking to play, hide the overlay and capture the mouse for an FPS camera. Use a first-person perspective with a small cyan glowing “+” crosshair centered on screen and a simple dark blaster model visible at the lower-right of the view. The player starts near one side of the arena with 100 health, an unlimited-ammo cyan BLASTER, and a goal of earning 10 frags. Display a HUD with health at bottom-left in glowing green (turn yellow below 50 and red below 25), weapon name and ammo at bottom-right (BLASTER and infinity initially), and “FRAGS: 0 / 10” at top-right. Show temporary centered messages for pickups, frags, death/respawn, and victory. Build a square enclosed arena approximately 88 by 88 world units. The floor is a dark blue-gray slab with a subtle metallic finish and glowing cyan grid lines. Surround it with four tall dark blue-gray walls. Scatter nine chunky brown/dark wooden crate cover blocks around the floor, including cover near the center and edges. Add five floating square platforms with blue-gray metallic surfaces and a faint blue emissive glow: four around the arena corners at about 7 units high and one centered above the arena at about 11 units high. The scene should have a deep navy background, fog fading into darkness, cool directional and hemisphere lighting, strong shadows, and restrained cyan/blue emissive accents. The supplied visual reference is a moody, nearly black-blue arena with silhouetted brown crates, blue floating platforms, luminous floor markings, and a large pale green glowing jump-pad area in the foreground. Place five circular bright green emissive jump pads on the ground: at roughly (-14,-14), (14,-14), (-14,14), (14,14), and (0,26) in arena X/Z coordinates. They should pulse and flash when activated. When the player steps onto one, launch them vertically with strong upward velocity (about 18–22 units per second), allowing high jumps onto floating platforms. Normal movement should use WASD, mouse look, gravity, and Space jump, with collision against the floor, enclosing walls, crates, and floating platforms. Add three floating weapon pickups that slowly spin and bob, disappear when collected, then respawn after about 15 seconds: an orange glowing rocket pickup on the central high platform, and purple glowing railgun pickups on two opposite corner platforms. The default BLASTER fires small cyan glowing projectiles at high speed, doing 12 damage, firing about every 0.22 seconds, with unlimited ammo. The ROCKET LAUNCHER fires larger orange projectiles more slowly (about every 0.8 seconds), has 6 rounds, does 70 direct damage and splash damage in a radius of about 5 units, and can cause some self-splash damage. The RAILGUN fires tiny fast purple projectiles about every 1.1 seconds, has 4 rounds, and does 90 direct damage. After limited ammo is exhausted, automatically switch back to the blaster and show a “Back to blaster” message. Show the current weapon and remaining ammo in the HUD. Spawn four simple enemy bots, each represented by a red low-poly capsule body with a small glowing yellow eye. Start them around the outer arena. Each has 100 health, moves toward the player, strafes/orbits when within about 12 units, avoids the arena boundaries, and rotates to face the player. Bots periodically fire inaccurate cyan/blue blaster projectiles at the player when within roughly 35 units, about once every 0.9–1.5 seconds. Enemy projectiles deal 10 damage on hit. Player projectiles should collide with crates, platforms, walls, and arena bounds, then damage living bots; direct hits should trigger a brief glowing impact flash. Rocket impacts should create an expanding, fading orange explosion and apply splash damage to nearby bots. Bots should disappear on death, increment the frag count, show “FRAG! n/10,” display an explosion flash, and respawn after about 3 seconds at a random point around the outer arena with full health. The player also has 100 health, takes damage from bot projectiles and rocket splash, and on death should show “YOU DIED — respawning,” reset health to 100, return to the default blaster with unlimited ammo, and respawn near the starting side. When the player reaches 10 frags, stop gameplay, show a prominent “🏆 YOU WIN! Refresh to play again” message, and release the mouse pointer. Keep the overall presentation minimal, atmospheric, and arcade-like: no textures are required, rely on primitive meshes, dark navy materials, cyan grid lines, emissive green pads, bright weapon colors, glowing projectiles, fog, shadows, and the outlined cyan HUD typography visible in the reference.