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MAYHEM

  • 3d
  • fighting
  • arcade
  • versus
  • prototype
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. acornissoco01649 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about MAYHEM yet. Play it, then tell acornissoco01649 what you would add next.

Make your own game

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.

Read the build brief for MAYHEM

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-playable 3D fighting game titled "MAYHEM". Use a dark, minimal neon arena and a third-person/isometric perspective that keeps both fighters visible. The scene should use a nearly black navy background with mild fog, a square 18-by-18 industrial arena floor in dark blue-gray, subtle blue-gray grid lines, four raised dark metallic boundary walls, and a glowing red/pink circular ring at the center. Use soft shadows, cool cyan rim lighting, and a camera positioned above and behind the fighters that smoothly follows the midpoint between them; zoom the camera out slightly as they separate.

The player fighter is named KAJIN and starts on the left side of the arena at approximately (-3, 0, 0). Build the fighter from simple low-poly primitives: a bright blue rectangular torso, matching rounded head, pale cyan accent capsule arms and legs, and a thin cyan ring on the ground around their feet. The CPU opponent is REN and starts on the right at approximately (3, 0, 0), facing the player. Give Ren a red/magenta torso, a gray robotic box head with two glowing red eyes, yellow accent limbs, a small rear jet-like cylinder, and a yellow ground ring. Add soft black circular shadows beneath both characters. Keep the stylized geometric prototype look rather than detailed realistic characters.

Implement a round-based one-on-one brawler. Display KAJIN's health at the upper left and REN • CPU's health at the upper right, each as a bordered horizontal 100% health bar. Kajin's bar should run green through yellow to red from left to right; Ren's should run red through yellow to green from left to right. Center the text "ROUND 1 • FIRST TO 2" below the bars, and update the round number. The first fighter to win two rounds wins the match. At the start of every round, reset both health to 100, return them to opposite starting positions, show a large centered glowing cyan-white "FIGHT!" announcement for about 1.15 seconds, and then enable combat. When a fighter reaches zero health, show a large centered glowing "KO!", freeze the round briefly, tilt the defeated fighter backward, award the round to the winner, and either begin the next round or show "PLAYER WINS!" / "CPU WINS!" when someone reaches two wins; then reset the match score for a new game.

Controls must be keyboard-first: WASD moves Kajin freely around the arena, with Shift making movement about 1.55 times faster. J performs a punch, K performs a kick, and Z performs a special. Use A or D held simultaneously with J/K to select directional variants: A+J is backhand, D+J is dashpunch, A+K is roundhouse, and D+K is dashkick. Prevent attacks from repeating continuously while a button is held by triggering only on the initial press. Add touch buttons at bottom right labeled J, K, and SPECIAL that simulate the corresponding attack inputs; make them dark translucent rounded rectangles with light borders. Keep the movement instruction panel at bottom left: "WASD move • J punch • K kick", "A/D + J/K variants • Z special • SHIFT run", and the smaller note "Keyboard-first prototype; touch buttons below for attacks."

Use responsive HTML/CSS HUD layered over the canvas. At the top center include the small gray label "BLANK TEMPLATE ARENA". Use bold white uppercase typography with wide letter spacing for names and round text. The announcement should scale/fade in at screen center with a cyan glow and dark offset shadow. The game should fill the viewport, disable page scrolling/touch gestures, and keep the HUD fixed over the 3D canvas.

Combat should have distinct timed attacks with windup, active, and recovery periods and prevent a fighter from attacking while stunned, cooling down, or already attacking. Use these approximate attack properties: punch damage 8, reach 1.35, knockback 1.3; kick damage 12, reach 1.55, knockback 1.7; backhand damage 11, reach 1.35, knockback 2.0; roundhouse damage 17, reach 1.65, knockback 2.5; dashpunch damage 15, reach 1.7, knockback 2.8; dashkick damage 21, reach 1.9, knockback 3.4; special damage 28, reach 2.2, knockback 4.4. Include brief hit stun, attack windup and recovery so impacts feel deliberate, and flash the struck fighter briefly. Attacks should only connect when the opponent is within reach and generally in front of the attacker. Push hit targets away in the direction between the fighters. The CPU Ren should automatically approach Kajin until close, then choose attacks with varied timing: mostly punch/kick variants, occasional roundhouse, and less frequent special; it should not be controllable by the player. Clamp both fighters inside the arena boundaries.

The visual result should match a clean dark fighting-game prototype: sparse arena, two brightly colored blocky fighters, readable health bars and round status, dramatic centered announcements, subtle shadows/fog, and no extra menus or invented gameplay systems.

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