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Infinite Battlegrounds

  • 3d
  • arena-fighter
  • action
  • superhero
  • training
  • combat
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. Rondal Jackson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Infinite Battlegrounds yet. Play it, then tell Rondal Jackson what you would add next.

Make your own game

Infinite Battlegrounds was built by Rondal Jackson 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 Infinite Battlegrounds 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 Infinite Battlegrounds

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 third-person 3D arena battleground action game titled “Infinite Battlegrounds.” Use a dark futuristic city-district setting at night: a large circular raised combat platform with a glowing cyan ring at its edge, surrounded by ten tall cylindrical pillars, plus a larger square city district containing intersecting dark roads, a central plaza, two green park squares, sidewalks, low-poly dark apartment/building blocks with rows of dim cyan windows, benches, crate piles, and streetlights. The world should have a deep navy background, light fog, distant stars, cool blue-white directional lighting, soft shadows, and a polished low-poly/clean sci-fi visual style. Keep the arena bounded to a roughly 24-unit circular play area.

The camera is an elevated over-the-shoulder third-person camera following the player from behind and above, approximately 12 units high and 15 units back, looking toward the player’s upper body. The player is a simple stylized humanoid fighter: a colored capsule-like torso, white spherical head, two rectangular arm/fist pieces, a dark ground shadow, and a colored circular selection ring. The default player is Aegis Runner with bright blue accents; the opponent is Rift Brawler with pink/red accents. Characters should move fluidly, face their movement/target direction, bob while moving, swing their arms during attacks, and show brief emissive hit reactions.

Make this a playable combat sandbox against one AI-controlled Rift Brawler. The opponent should pursue/orbit the player, face them, use basic attacks and abilities according to distance, dash when too far away, and awaken sometimes when its ultimate is full. Fighters have 100 HP and an ultimate meter from 0 to 100. Damage fills the attacker’s ultimate and partially fills the victim’s meter. Defeated fighters disappear and respawn after about 2.4 seconds at their starting positions. The player can also spawn a stationary training dummy at the back of the arena; the dummy has 100 HP, can be toggled between infinite and mortal HP, and can be removed.

Core controls: WASD moves the player, with an on-screen virtual joystick for mobile; left click or J performs the basic attack; Q performs a directional dash; number keys 1, 2, 3, and 4 use the four abilities; G activates Awakening only when ultimate reaches 100; T spawns/removes the training dummy; R resets/respawns the player; Z, X, and C instantly switch the player between Aegis Runner, Titan Knuckle, and Volt Warden. Provide matching mobile touch buttons for M1, Dash, abilities 1–4, and Awakening. A background pointer press outside the HUD should also trigger M1.

The basic attack is a four-hit M1 chain. Repeated attacks within roughly 0.75 seconds advance through four stages, with increasing damage and knockback: three quick hits followed by a heavier fourth finisher that launches/knocks the enemy back. Reset the chain if the timing window expires. Attacks should use short attack locks and hit detection based on a forward cone. The game should visibly communicate hitstun, pressure, mobility, neutral, and elimination states.

Dashing must be directional based on current movement/joystick input, with forward, side, and back variants. Forward, side, and back dashes have different brief durations and cooldowns, move quickly, update the player’s facing, and create a cyan ground burst, two translucent afterimages, a whoosh, and a HUD label such as “Forward Dash,” “Side Dash,” or “Back Dash.” Dashes are useful for approach, escape, and spacing.

Implement three selectable fighters with distinct kits and colors. Aegis Runner is blue, fast, and built around speed pressure. Its base moves are: 1 Pulse Jab, a short safe forward pressure burst; 2 Vector Pull, which pulls/relocates a nearby enemy toward the player and stuns them; 3 Skybreaker, a close launcher that lifts the target; and 4 Meteor Drive, a forward rushing heavy finisher with strong knockback and lift. Its awakened moves replace the base kit for a limited 16-second transformation: 1 Infinite Barrage, a rapid six-hit close flurry ending in a heavier blow; 2 Time Distortion, an area pulse that damages and slows nearby enemies; 3 Mirage Blitz, a repositioning sequence that teleports/steps beside a target and lands three timed strikes; 4 Horizon Breaker, a rising then area slam with high damage, lift, and knockback.

Titan Knuckle is orange/gold, slower, and a heavy brawler. Its base moves are: 1 Breaker Elbow, a heavy close strike; 2 Magnet Crush, a longer-range pull followed by impact damage; 3 Tower Uppercut, a powerful launching uppercut; and 4 Atlas Crash, a jumping ground-crash area attack that damages nearby enemies and environmental props. Its awakened moves are Kingbreaker, a multi-hit crushing combo; Fortress Roar, a heavy area roar that damages, knocks back, and slows nearby enemies; Earthsplitter, a narrow long-range heavy strike; and World Hammer, a large jumping slam with the strongest damage and knockback.

Volt Warden is cyan, fast, and focused on range control. Its base moves are: 1 Arc Bolt, a narrow ranged projectile-like forward hit; 2 Static Step, a long forward reposition with an afterimage that damages and slows enemies on arrival; 3 Rail Pierce, a very long narrow heavy ranged strike; and 4 Storm Net, a target-area sequence of three pulses that slow and finish with a heavier knockback hit. Its awakened moves are Photon Flurry, repeated rapid ranged bolts; Zero-Lag Field, a large nearby slowing damage field; Plasma Raze, a long-range heavy beam/strike; and Thunder Verdict, a delayed target-area lightning-like burst with high damage, lift, and knockback. Preserve distinct cooldowns, attack locks, range, damage, stun, slow, lift, and knockback behavior for all abilities rather than making them cosmetic swaps.

Awakening is a transformation, not merely a stat buff: when activated, reset the ultimate meter, increase movement speed, replace the four displayed abilities with the awakened kit, last 16 seconds, and show a bright gold flash, strong camera shake, impact burst, rotating colored aura, emissive character glow, and an “Awakening!” move banner. When it expires, return to the base kit. Use hit pause on impacts, camera shake, radial screen flashes, short audio-like whooshes/impact tones, expanding ground rings, bright impact spheres, sparks, and floating damage numbers. Heavy attacks should have visibly stronger effects than normal hits.

Environmental props are destructible and respawn: benches, three-crate piles, and streetlights each have hit points. Heavy or nearby attacks should damage them; when destroyed they disappear and produce a large impact burst, then return after several seconds. Include the glowing arena ring, shadows, fog, and building window lights as persistent atmosphere.

Build a readable HUD over the 3D view. At top left show the player panel with “AEGIS RUNNER”/current fighter name, archetype or state such as “BASE,” HP 0–100, and a blue ultimate bar with percentage. At top right show “RIFT BRAWLER,” “HOSTILE,” its HP bar, and ultimate bar. Include a centered transient move banner (for example “STUN” or the current move), a state badge such as “State: Neutral,” a dash status card (“Dash: Ready” or cooldown/type), and an awakening status card showing either “Awakening: Press G,” the current meter, or remaining awakened seconds. Add a training panel explaining “Press T or use the button to spawn a dummy. Use R to reset your fighter,” with Spawn Dummy and Dummy Infinite/Mortal controls. Show training statistics for total damage, combo damage, and DPS/peak DPS. Along the bottom show four ability cards labeled 1–4 with current move names, cooldown masks/countdowns, and readiness flashes; show a large M1 control and smaller numbered mobile controls on the lower right, plus a virtual joystick on the lower left. During combat show floating damage values and a “N HIT COMBO” readout. Use translucent rounded dark navy panels, thin blue borders, cyan/pink/gold accents, and compact uppercase sci-fi typography so the HUD remains legible over the dark arena.

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