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Iron Pit

  • 3d
  • fighting
  • arena
  • cyberpunk
  • action
  • best-of-three
  • mobile-friendly
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. Caine Jones built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Pit yet. Play it, then tell Caine Jones what you would add next.

Make your own game

Iron Pit was built by Caine Jones 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 Iron Pit 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 Iron Pit

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 3D one-on-one arena fighting game titled “Iron Pit.” Use a third-person camera following the player fighter at about 6.6 units distance, with mouse drag or touch drag available to orbit/control the camera through the runtime rig. The camera should look down slightly into the arena and keep the player prominent in the foreground while showing the rival ahead. Build the scene in Three.js or an equivalent 3D engine with a dark, gritty cyberpunk rooftop cage: a square raised platform, fenced edges on all four sides, four fenced corner/sign structures, external industrial pipes, a nearly black floor/haze, fog, strong shadows, and moody blue, cyan, orange, and red lighting. Use low-poly humanoid animated fighters. Tint the player with a cyan/blue accent and the rival with an orange-red accent. Fighters begin facing each other near opposite sides of the center, can move within a roughly 7.5-by-7.5 playable square, are kept inside the bounds, and are prevented from overlapping.

Make this a best-of-three match: the first fighter to win two rounds wins. Each round resets both fighters to 100 health and 100 stamina, starts with a brief centered overlay showing “ROUND 1” (or the current round) and “Best of three — first to two rounds,” then changes to a “FIGHT” cue with “Mouse or J/K to strike. Q to block. R for special.” After the intro, hide the overlay and make the round active. When health reaches zero, play victory/defeat states, show the round result, sound a bell, award a round pip to the winner, and begin the next round after a short delay. At match end show “Match Won” or “Match Lost” with a Fight Again button; Enter should also restart.

Player movement must support WASD and the mobile/runtime stick. The player automatically faces the rival. Support these attacks and states, with animated clips where available: light attack on left mouse or J, doing 8 damage at range 1.72 with no stamina cost; heavy attack on right mouse or K, doing 14 damage at range 2.05, costing 12 stamina and causing stronger knockback/stun; grab on E, doing 11 damage at close range 1.2, costing 14 stamina and repositioning the rival close in front; special combo on R, costing 55 stamina, having a 4.5-second cooldown, and delivering three timed hits totaling 12 base damage per hit at roughly 1.95 range, with a finisher animation on the second hit; dodge on C, costing 18 stamina, moving the fighter rapidly away from the opponent and granting roughly 0.34 seconds of invulnerability; and block while holding Q, reducing normal incoming damage to chip damage, draining stamina under pressure, and allowing grabs to bypass it. If blocked stamina reaches zero, trigger a guard break and extra damage/stun. Only allow attacks when the fighter is not already attacking, dodging, hit-stunned, or knocked out. Successful clean hits should chain into a combo: consecutive hits within about one second increase damage up to roughly 36%, and successful hits restore 5 stamina. Stamina regenerates over time, faster when idle and slower while blocking or attacking.

Implement a simple autonomous rival AI. It should face the player, approach when farther than attack range, back away when too close, strafe at mid-range, sometimes block when the player attacks, and choose light, heavy, grab, special, or dodge based on distance and available stamina. The rival should use the same health, stamina, hit-stun, knockback, block, dodge-invulnerability, combo, and attack timing rules as the player. Use animated idle, walk, punch, heavy/sword-slash-like attack, grab/pick-up, roll, receive-hit, death, victory, and defeat clips if available, with smooth fades between animations. Play punch, heavy-impact, and bell impact sounds for attacks and round transitions.

Create an on-screen HUD over the 3D view. Across the top, show a left “YOU” fighter panel and a right “RIVAL” panel, each with a numeric health value and a horizontal health bar (player cyan/blue, rival red/orange), a numeric stamina value and a yellow-to-orange stamina bar, plus two round pips that fill with the corresponding fighter’s color when rounds are won. Center the top HUD with the “IRON PIT” title, current round label, and short status messages such as “Hold distance, then burst in,” “Round live,” “Blocked — use grab or dodge in,” combo feedback, and “Close distance and trade smart.” Use a dark translucent panel style, thin subtle borders, uppercase condensed-looking labels, and bright gradient bars.

For touch/mobile play, add six large translucent action buttons near the lower-right in a two-column layout: Light, Heavy, Block, Dodge, Grab, and Special. Block must work while the button is held and release when the pointer leaves, is released, or is canceled. Add a lower-left controls card listing: “Move: WASD / stick,” “Light: Left click or J,” “Heavy: Right click or K,” “Block: Hold Q,” “Dodge: C,” “Grab: E,” and “Special: R.” Keep the presentation readable in portrait mobile view as well as desktop. Include restart behavior and expose optional live debug state functions equivalent to getGameState/setGameState for round, fighter positions, health, stamina, round tallies, and match state.

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