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Arcade › جزيرة الساحة
A game similar to Free Fire
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Fodil Yahia built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about جزيرة الساحة yet. Play it, then tell Fodil Yahia what you would add next.
جزيرة الساحة was built by Fodil Yahia 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 جزيرة الساحة 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.
Recreate a simple 3D top-down survival shooter titled "جزيرة الساحة" (Arena Island), inspired by the basic arena combat loop of Free Fire but implemented as a compact single-player prototype. Use Three.js-style rendering with a perspective camera positioned above and slightly behind the player at roughly (0,18,12), looking toward the player/arena center; smoothly follow the player while keeping the full circular arena visible. The world is a dark teal-green circular island/arena: a flat cylinder about 22 units in radius with a nearly black-blue background and light fog, simple hemisphere and directional lighting, and a bright mint-green torus ring around radius 17.5 marking the safe zone. Scatter 18 low-poly gray dodecahedron-like rocks around the arena in irregular concentric positions; they are visible cover/decor but do not need collision mechanics. The player is a small blocky humanoid character loaded as a low-poly Kenney-style character, initially at the center, with a blaster attached to the character. Allow movement in the horizontal X/Z plane at about 5 units per second, clamped to the arena bounds from -17 to +17. Support keyboard WASD and arrow keys; space fires. Also provide touch controls: a translucent circular movement joystick on the lower-left labeled Arabic "تحرك" and a large translucent red/pink circular fire button on the lower-right labeled "إطلاق". The character should turn in the direction of movement and use idle/walk animation when available. Spawn exactly 8 simple red/orange capsule-bodied humanoid enemies evenly spaced around the player at radius 10, each with a peach spherical head. Enemies continuously pursue the player at about 1.2 units per second. When within 2.3 units, they attack once per second and deal 7 HP damage. The player starts with HP 100. Pressing fire should automatically select the nearest visible enemy, only fire when that enemy is within 16 units, and create a small glowing yellow projectile traveling toward the enemy at about 18 units per second. Each enemy has 2 hit points; each successful hit removes one HP, and an enemy disappears when its HP reaches zero. Increment KILLS for each defeated enemy. There is no inventory, ammo, reload, loot, jumping, or manual aiming system. The player must remain inside the mint safe-zone ring: while the player is farther than radius 17 from the center, continuously drain HP at 4 per second. End the round when HP reaches zero or all 8 enemies are defeated. On the game-over overlay, display Arabic "فوز!" if all 8 are killed, otherwise "انتهت الجولة", followed by "إقصاءات: [kills]" and a green rectangular Arabic "إعادة اللعب" button. Restart resets HP to 100, kills to 0, makes all 8 enemies visible with 2 HP each, and returns the player to the center. Create a 2D HUD over the 3D view using a transparent canvas. In the upper-left, show a dark translucent panel with the Arabic title "جزيرة الساحة" and subtitle "هزيمة الخصوم والبقاء داخل الدائرة" in pale mint/white text. Below it at left show white "HP 100" (updated dynamically) and a dark health-bar background with a mint fill proportional to current HP. In the upper-right show white English counters "KILLS 0" and "ENEMIES 8", dynamically updating as enemies are defeated. Preserve the visual style seen in the reference: sparse low-poly geometry, dark teal ground and background, muted gray rocks, orange/red enemies, mint safe ring and health bar, and a mobile-friendly overlay with Arabic labels. Make the result playable immediately with responsive resizing and both desktop and touch input.