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Arcade › Mayhem
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Mayhem was built by acornissoco01649 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 Mayhem 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 3D arena fighting game titled “Mayhem.” Use Three.js or an equivalent real-time 3D renderer, with a dark, polished prototype aesthetic: soft shadows, ACES-style tone mapping, atmospheric fog, deep navy/black UI panels, thin translucent borders, rounded corners, and cyan-to-violet gradients for primary actions. The game must have a start/setup screen over the arena. Center a large dark translucent card titled MAYHEM with the subtitle “Original arena fighter prototype — choose a fighter and battleground.” Provide selectable fighter buttons: Kajin, Ren, Xai, Mika & Vivi, Sketchy, Din, Chai, and Blue Alien. Provide selectable map buttons: Lava Domain, Blank Template, Forrest's Park, East Atlanta (Morning), East Atlanta (Night), Temple, and Tundra. Kajin and Lava Domain are selected initially, with a bright cyan active outline and inset highlight. Include a full-width “ENTER THE ARENA” button with a cyan-to-purple gradient. After entering the arena, show a top HUD over the 3D scene. At the upper left is a MAYHEM brand panel with the small subtitle “arena clash.” Across the top are two fighter health cards and a central timer: the player’s selected fighter on the left with a cyan/blue health bar and numeric health, “60” in the center, and Sketchy on the right with a pink/orange health bar and numeric health. Both fighters start at 100 HP and the round timer starts at 60 seconds. Under the top bar, show the controls hint: “WASD move · Shift run · J punch · K kick · Z special · A/D + J/K modify attacks”. On small screens, provide touch controls: a four-direction WASD-style pad and buttons for PUNCH, KICK, SPECIAL, and RUN. Build a circular arena floor as a short cylinder roughly 8 units across/radius, with a glowing gold torus boundary ring and ten low polygon cone-like pillars distributed around the perimeter. Use a third-person elevated perspective camera looking toward the midpoint between the two fighters, and smoothly follow that midpoint as the fighters move. The camera starts around (0, 8.8, 11.5), looks toward the center, uses a perspective field of view around 46 degrees, and the scene has fog extending through the arena. The arena background/fog color changes by selected map: Lava Domain is dark red/burgundy; Blank Template is slate gray-blue; Forrest's Park is dark green; East Atlanta (Morning) is muted blue-gray; East Atlanta (Night) is deep navy; Temple is brown; Tundra is pale icy blue. Add map-specific perimeter scenery visible in the background: Lava Domain has five flattened glowing orange-red lava blobs; either East Atlanta map has five simple dark blue-gray block buildings; Tundra has eight pale ice-spire cones. Other maps retain the generic pillars and floor. Create two simple stylized low-poly humanoid fighters made from primitive geometry. Each has a capsule torso, spherical head, cone-like hair/top piece, capsule arms and legs, and a torus belt. The selected player fighter uses a distinct body color: Kajin cyan, Ren golden orange, Xai purple, Mika & Vivi pink, Sketchy pale yellow, Din light green, Chai orange-red, or Blue Alien periwinkle blue. Use a peach skin tone except for Blue Alien, which has light blue skin, dark alien eyes, and side cone ears. Sketchy carries a small dark pen-like cylinder, and Mika & Vivi has a small yellow orb accessory. The enemy is always Sketchy regardless of player selection, and the enemy body color is the Sketchy pale yellow. Place the player initially at approximately (-2.6, 0, 0) and the enemy at (2.6, 0, 0), with each fighter automatically facing the other. Implement real-time movement and combat. The player moves freely across the arena on the horizontal plane using W/A/S/D, clamped to approximately x=-6.7..6.7 and z=-5.3..5.3. Normal movement speed is about 2.8 units/second; holding Shift changes it to about 4.7 units/second and switches the animation from walk to run. The enemy is AI-controlled: it continually approaches the player until within about 2 units, then periodically attacks. The enemy has the same movement bounds and walks toward the player at about 1.55 units/second. Both fighters always rotate to face their opponent. Support attacks triggered on key press with a short cooldown. J performs a punch for 7 damage, K performs a kick for 10 damage, and Z performs a special for 20 damage with a longer one-second cooldown. If the player holds A while pressing J or K, use modified backhand/roundhouse attacks; if holding D while pressing J or K, use dashpunch/dashkick attacks. Backhand and dashpunch deal 11 damage; roundhouse and dashkick deal 14 damage. Attacks only connect when the fighters are within roughly 2.15 units, reduce the target’s HP, briefly flash the target red, push the target slightly away, and create a small burst of about ten glowing particles at the target. Use simple readable procedural animation: walk/run arm and leg swinging, punches and modified punches extending an arm with torso rotation, kicks and modified kicks extending a leg, and a special using the same attack timing language. Keep attacks from repeating while their cooldown is active. The enemy should attack automatically at close range, choosing punch or kick, with occasional specials. The round ends when the timer reaches zero or either fighter reaches zero HP. Display a centered dark translucent game-over panel with either “PLAYER WINS” when the player has more HP, or “K.O.” otherwise. Show detail text indicating the winner when a fighter’s health reaches zero, or “Time!” when time expires, and provide a “REMATCH” button that resets the fight to 60 seconds, restores both fighters to 100 HP, resets their positions, rebuilds the selected arena, and keeps the current fighter/map selection. Make the experience feel like a compact original arena-fighter prototype rather than a menu-heavy fighting game: one opponent, one circular arena, health bars, timer, movement, close-range attacks, particles, and a clean dark sci-fi presentation.