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Arcade › Free Battle
Click the game above and it runs right here in your browser. No download, no installer, no account needed. basit ismail built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Free Battle yet. Play it, then tell basit ismail what you would add next.
Free Battle was built by basit ismail 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 Free Battle 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 third-person 3D arena fighting game titled “Free Battle.” Use Three.js-style rendering with a dark navy background and fog, a high, slightly pulled-back perspective camera following the player warrior from behind (the player begins near the front/southern side of the arena). The scene should be a large circular, dark blue low-poly battle platform: a thick cylinder floor with a rough blue-purple material, surrounded by a thin glowing gold torus boundary ring. Place eight evenly spaced chunky low-poly blue-gray stone pillars around the perimeter, and four small angled hot-pink/red rectangular banners elevated above the arena at the diagonal corner positions. Use soft directional warm lighting, cool hemisphere fill, shadows, and a stylized blocky character aesthetic. Load or create a blocky humanoid warrior model for the player and three rival humanoid fighters. The player should face into the arena and carry a short glowing cyan energy blade; enemies carry glowing yellow/gold blades. Keep the models visually simple and chunky, with cast and receive shadows. Core gameplay: the player controls the warrior with WASD movement, can jump with Space, and attacks with either the Space attack action as specified in the HUD or the large on-screen ATTACK button; implement the actual attack action so it has a roughly 0.55-second cooldown and briefly extends/scales the energy blade as a visible attack flash. An attack damages every living enemy within 2.6 world units of the player by one hit point. Each enemy has 2 hit points and disappears/becomes invisible when defeated. The goal is to defeat all three enemies. Start with three enemies positioned around the arena at approximately (-6,-4), (6,0), and (-6,-6) in x/z coordinates. Enemies continuously pursue the player on the ground, moving toward the player at about 0.55 world units per second (slightly increasing with each defeated enemy); when close enough (about 2.2 units), they occasionally damage the player for 3 HP. The player starts with 100 HP. End the battle and show “VICTORY!” when all three enemies are defeated; show “DEFEATED” when player HP reaches zero. Do not continue enemy or attack logic after the game has ended. Keep the player and enemies in the arena and present the boundary as a visible gold ring. Add a fixed, non-interactive HUD over the game. At the top left, show a dark translucent rounded panel with a thin light border, the gold, bold, letter-spaced title “FREE BATTLE,” and the instruction text “Move with WASD • Space to jump • Click or ATTACK to strike.” At the top right, show a matching panel with “WARRIOR HP 100,” a horizontal health bar initially filled completely in bright pink/red over a dark maroon track, and “Enemies left: 3.” Update the displayed HP and health-bar width as the player is hurt, and update the enemy count as enemies are defeated. Put a large circular pink/red ATTACK button with a gold outline and darker offset shadow at the bottom right; it must be touch/click usable and visibly depress when pressed. At the bottom center, show the hint “Defeat the rival fighters. Stay inside the arena.” Use white HUD text, subtle text shadows, rounded translucent navy panels, and responsive sizing suitable for desktop and mobile screens. Display the victory/defeat message near the upper center when the corresponding end state occurs.