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Arcade › Kickless Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kickless Arena yet. Play it, then tell Isaac Fortune what you would add next.
Kickless Arena was built by Isaac Fortune 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 Kickless 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-based first-person 3D arcade game titled “Kickless Arena,” using a dark neon cyber-arena aesthetic and a clean glassmorphism HUD. On initial load, show a centered lobby overlay card over the game: title “Kickless Arena,” subtitle explaining that the player sets a name, creates or joins a room, then starts; two text inputs for name and room code; buttons for Create room, Join room, Copy; a small Room/You summary; and a prominent Start button. The lobby is local-only, with no real multiplayer. Persist the name and room code locally, sanitize the name to 18 characters and the room code to uppercase alphanumeric text, and let Create room generate a short room code. After Start, enter a playable first-person arena. Render a large square dark navy floor with a subtle cyan/blue grid, four dark glowing boundary walls forming an approximately 28-by-28 enclosed arena, atmospheric dark fog, and soft blue/cyan lighting. The player is represented by a small emissive cyan-blue cube at approximately head-height/floor level in the world. Use a first-person camera positioned about 1.6 units above the player and Pointer Lock mouse-look: clicking the canvas locks the mouse and changes status to “Playing”; Escape unlocks it and changes status to “Click to play.” Keep the player within the arena boundaries. The core gameplay is movement and collection. Move with WASD or arrow keys, relative to the camera yaw; hold Shift to sprint faster. Place eight bright cyan glowing spherical orbs around the arena at random positions, floating roughly 1–2 units above the floor. Animate each orb with vertical bobbing and slow rotation. When the player approaches within collection range, remove the orb, increase the score by one, and immediately spawn a replacement at another random arena position, creating an endless collection loop. Place a fixed HUD in the upper-left with translucent dark rounded panels and cyan borders: a “Score: 0” counter, “Status: Click to play,” and a clickable “🎙 Mic” button. Beneath it show a Live transcript panel initially reading “(mic off)” and a Chat panel for timestamped messages, followed by a small control hint: “WASD/Arrows to move • Shift to sprint • Click to lock mouse • Esc to unlock • Use Mic for voice-to-text.” The HUD should remain readable over the 3D scene and the mic button should be interactive. Implement local browser voice-to-text chat with the Web Speech API when available: clicking Mic starts/stops continuous en-US speech recognition, updates the live transcript while speaking, and adds final recognized phrases to the chat feed with times. Add a system chat message when the mic turns on, and graceful error text if speech recognition is unsupported or permission/network startup fails. Keep approximately the latest 20 chat messages. Do not imply network multiplayer; this is local voice-to-text only. Add the moderation rule shown by the game: normalize final recognized speech to lowercase, collapse whitespace, and ignore punctuation, then if it contains the exact disallowed phrase “kick ur dog's bootie,” immediately stop the mic, disable movement and pointer controls, set status to “BANNED,” and show a full-screen dark overlay with a red-accent card reading “BANNED,” “Detected disallowed phrase in voice chat,” and “Refresh to restart.” The overall visual style should be minimal, polished, dark, neon cyan/blue, with rounded translucent panels, subtle borders, fog, and no unnecessary gameplay elements beyond the arena, cube, floating orbs, lobby, HUD, voice chat, and ban state.