Arcade › Legends Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. brandon.molina2202 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Legends Arena yet. Play it, then tell brandon.molina2202 what you would add next.
Legends Arena was built by brandon.molina2202 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 Legends 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.
Recreate a game titled “Legends Arena”, a French-language arcade 3D arena fighter with a polished mobile-first interface. Use a dark navy/purple sci-fi fantasy visual style, translucent glass panels, rounded borders, bright gradients, glow, and bold white typography. Start on a full-screen main menu over a blue/purple gradient background with large soft cyan and pink circular light blobs. Center the large tilted logo text “LEGENDS ARENA” in white with a blue shadow, subtitle “Le combat arcade commence ici”, and a translucent hero card reading “TON CHAMPION EST PRÊT” with “⚔ Pouvoirs” and “✦ Arène 3D”. At the top show chips “SAISON 01” and “⚡ 100 CHAMPIONS”. Include a prominent orange-to-yellow gradient button labeled “JOUER”, a dark blue secondary button “COMMENT JOUER”, and bottom navigation-style labels “🏆 CLASSEMENT”, “⚙ OPTIONS”, and “🛡 PROFIL”. The help button expands a panel explaining: WASD or mobile joystick to move, J/Enter to attack, K/L for the special power, and choose a champion in the roster. When JOUER is pressed, hide the menu and show a real-time Three.js-style third-person 3D combat scene. The camera is a perspective camera positioned behind and above the player, following the selected character. Build a circular raised combat platform with a dark blue-gray material, a glowing blue perimeter ring, and twelve alternating dark blue and purple rectangular pillars around the edge. Use a dark navy background and atmospheric fog, with cool hemisphere lighting plus a warm directional key light and cast shadows. Place the player at approximately the left side of the arena and an enemy Warrior at the opposite/right side, facing each other. Use humanoid fantasy RPG 3D characters with idle and attack/spell animations. The selected player character can be one of three classes: Warrior, Wizard, or Monk. The opponent is a Warrior. Characters automatically rotate to face one another. Movement is third-person/free movement using WASD or a mobile joystick, with jump/gravity behavior. The player can move around the circular arena. Create a roster panel on the upper-right titled “Choisis ton champion”, scrollable and showing the first 18 entries from a roster of 100 generated champions. Names follow the visible pattern Aegis 01, Blaze 02, Cipher 03, Dusk 04, Echo 05, Frost 06, Gaia 07, Halo 08, Inferno 09, Jade 10, then repeat the name list with incrementing two-digit IDs. Each entry displays a class and power, with classes cycling Warrior, Wizard, Monk and powers cycling Rupture, Nova, Tempête, Gravité, Météore, Bouclier, Frappe spectrale. The first entry starts selected with a blue outline; clicking any fighter selects it, shows a toast such as “[name] sélectionné”, and resets the fight positions and health. HUD: At the top-left use a translucent dark panel labeled “LEGENDS ARENA”, subtitle “Combat local • 100 champions • pouvoirs”, and status “Round 1 · KO 0”. At the top-right show a panel labeled “Toi”, text “100 / 100”, a red/pink-to-orange health bar, and a cyan-to-purple energy bar beneath it. Health begins at 100 and energy begins at 100. Energy regenerates continuously at about 8 points per second up to 100. Keep the status updated as “Round [number] · KO [count]”. At the bottom center provide two large action buttons: pink/red-purple “ATTAQUE” and blue/purple “POUVOIR”. A normal attack has a short cooldown of about 0.35 seconds, plays an attack animation and impact sound, and deals exactly 10 damage to the enemy. A special power requires at least 30 energy, consumes 30 energy, has an approximately 0.8-second cooldown, plays an appropriate spell/staff/attack animation, shows a toast with the selected champion’s power name followed by “!”, plays an impact sound, and deals 22 damage. The normal attack is also bound to J and Enter; the special is bound to K and L. Each hit nudges the enemy slightly backward. When enemy health reaches zero, count one KO, advance the round, restore the enemy to 100 health and its starting position, and show a toast “KO ! Nouveau round”. The enemy AI should periodically attack roughly every 1.1–1.9 seconds, with a 75% chance each cycle. Each enemy hit deals a random 7–12 damage, plays an attack animation and impact sound, and reduces the player health. When player health reaches zero, clamp it to zero, stop active combat, and show “Tu es K.O. — appuie sur attaque pour rejouer”; pressing ATTAQUE after game over resets the fight to full health/energy and starting positions. Keep the enemy and player animated with idle clips when not attacking and update animation mixers each frame. Include an “ADMIN” button at the lower-left that opens a private console panel. The panel should visibly state that it uses code plus device biometrics and that the fingerprint is never read or stored by the game. Provide a password input labeled/placeholder “Code admin”, buttons “Déverrouiller” and “Empreinte”, disabled buttons “Soigner” and “Reset round”, and an admin status message. The unlock code is the local code “kevko044” (do not expose it in normal UI); a correct code or successful supported WebAuthn platform biometric unlock enables the two admin actions and shows an access-granted toast. “Soigner” restores player health and energy to 100; “Reset round” resets KO to 0, round to 1, and resets the fight. Handle unsupported/cancelled biometrics with an explanatory status message. Use responsive styling so the layout works on narrow mobile screens: roster width reduces and its max height becomes shorter, action buttons remain touch-friendly, and all controls have pointer/touch interaction. Include brief rounded toast notifications near the top center for selections, powers, KO, admin access, and game-over feedback. Do not add unrelated game modes, weapons, collectibles, or mechanics beyond this local one-player-versus-AI arena fight.