Appearance
Arcade › MAYHEM
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.
Nobody has said anything about MAYHEM yet. Play it, then tell acornissoco01649 what you would add next.
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.
Recreate "MAYHEM," a browser-based 3D arcade arena fighting game with a dark, high-contrast UI and stylized low-poly Three.js visuals. The game opens on a centered, scrollable character/arena selection overlay over a dark background. Use a near-black navy panel with rounded corners, thin purple-gray border, heavy black shadows, off-white text, hot red accent buttons, and gold selection highlights. At the top of the menu show the red spaced label "ARCADE ARENA FIGHTER," the huge white title "MAYHEM" with a black drop shadow, and the subtitle "Fast footsies. Big reads. No jumping." Provide selectable fighter cards in a responsive grid, arena cards, mode cards, and difficulty cards, followed by a red "START MATCH" button. Fighters shown are exactly: Kajin (Inferno Break, HP 105), Ren (Shadow Step, HP 95), Xai/GearHead (Gear Crash, HP 110), Mika & Vivi (Dragon-Cat Rush, HP 100), Sketchy (Rainbow Scribble, HP 90), Din (Royal Counter, HP 115), Chai (Case Closed, HP 98), Allen (Alien Beam, HP 88), and Spinny (Bone Cyclone, HP 92). The menu allows selecting player 1 and player 2 by clicking fighter cards, with Kajin and Ren initially selected. Arenas are Lava Domain, Blank Template, Forrest's Park, East Atlanta Morning, East Atlanta Night, Temple, and Tundra; each card says "Arena boundary + hazards." Modes are 1v1, 2v2, and Training, with Training labeled "Infinite health + dummy AI" and the others "Classic arcade rules." Difficulties are Very Easy, Easy, Medium, Hard, Very Hard, and Mayhem Insane, labeled with CPU aggression; Medium is initially selected. Keep the visible menu styling and responsive layout faithful to the screenshot: compact uppercase labels, bold cards, muted gray descriptions, and a vertical scrollbar when the panel content exceeds the viewport. When a match starts, hide the menu and render a third-person/isometric 3D arena from a perspective camera above and behind the fighters. The camera continuously centers on the midpoint between the two combatants, looking toward their waist/head level, with a dark atmospheric background and fog. The arena is a circular low-poly platform about 7 units wide, with a thick glowing torus ring around its edge, eight evenly spaced glowing boundary pillars, and small floating square/spark particles scattered above it. Clamp both fighters inside the arena boundary. Change the arena background, floor, and glow colors by selection: Lava Domain uses deep burgundy/black with red-orange glow; Blank Template uses navy/slate with pale blue glow; Forrest's Park uses dark green with brighter green glow; East Atlanta Morning uses pale blue sky and muted brown-gray floor with warm peach glow; East Atlanta Night uses very dark blue/purple with blue glow; Temple uses brown tones with gold glow; Tundra uses icy pale blue-gray with white-cyan glow. Add soft hemisphere and warm directional lighting with shadows. Build each fighter as a simple stylized low-poly humanoid assembled from meshes: a capsule torso, sphere head, capsule arms and legs, with each character's distinct body and accent colors. Use these exact palettes and stats: Kajin body red-pink 0xe84a5f with orange-gold accent 0xffb84c, 105 HP, damage 7, speed stat 6; Ren dark indigo 0x4b4a78 with periwinkle accent 0x9da7ff, 95 HP, damage 8, speed 8; Xai/GearHead blue-gray 0x6b879e with yellow accent 0xffcc55, 110 HP, damage 6, speed 5; Mika & Vivi magenta-red 0xb8375b with yellow accent 0xffd447, 100 HP, damage 7, speed 7; Sketchy purple 0xb55bda with mint accent 0x57f0c3, 90 HP, damage 9, speed 7; Din ivory 0xeee7d7 with dark navy accent 0x2d394f, 115 HP, damage 6, speed 4; Chai brown 0x6f4a35 with beige accent 0xd7c09a, 98 HP, damage 7, speed 8; Allen orange 0xf28c28 with cyan accent 0x70e1ff, 88 HP, damage 8, speed 9; Spinny pale gray 0xd7dde8 with dark accent 0x222733, 92 HP, damage 10, speed 6. Mika & Vivi have small cone-like ears and Spinny has three stacked torus-like rib rings. Start fighters facing one another, player 1 on the left and CPU/player 2 on the right. The actual default match is 1v1 against CPU: player movement uses WASD in the arena plane, Shift enables faster running, F blocks, C crouches, J performs punch and K performs kick. Direction/key combinations alter attacks: A+J backhand, A+K roundhouse, D+J dash punch, D+K dash kick, C+J uppercut, W+C slide. Z performs the selected fighter's special, X consumes a once-per-match burst that clears hitstun and emits accent-colored particles, and G attempts a grab. Do not add jumping; this is explicitly a footsies-focused fighter. The menu/hint also displays N target, but the supplied mechanics do not implement a separate target behavior, so it may remain only as displayed hint text. Implement close-range hit detection with attack-specific ranges, damage, hitstun, and knockback. Basic punch has range 1.25 and normal damage; kick has range 1.45 and 1.3x damage; backhand has range 1.35 and 1.25x damage; roundhouse has range 1.55 and 1.55x damage; dash punch has range 1.8 and 1.45x damage plus forward movement; dash kick has range 1.9 and 1.8x damage plus forward movement; uppercut has range 1.25 and 1.5x damage with heavy knockback; slide has range 1.6 and 1.35x damage; special has range 2.25, 2.5x damage, strong knockback/stun, and a burst of 18 accent-colored particles; grab has range 1.1 and 1.7x damage with very strong knockback. Attacks have a short cooldown/attack animation lock, successful hits briefly stun and knock the defender backward, and blocked attacks deal only 18% damage with reduced stun. Track a hit combo that appears only when above one hit and resets after roughly 1.25 seconds without another hit. When a fighter falls below 22% health, mark them CRITICAL and slightly increase their movement speed. Defeat occurs at zero HP and shows a victory overlay with the winner's name, their victory quote, and their special name, plus Rematch and Character Select buttons. Include the character-specific intro and victory lines in the data, with victory lines: Kajin "Flame on.", Ren "You never saw me.", Xai/GearHead "Calculated.", Mika & Vivi "Teamwork wins.", Sketchy "Art hurts.", Din "As expected.", Chai "Case closed.", Allen "Earthlings are fun.", Spinny "Bone-chilling.". During gameplay, overlay a fixed HUD without blocking input: top-left bold spaced MAYHEM branding; a centered versus header with player 1 and player 2 names in uppercase, state labels (READY/CPU/idle/walk/run/attack/hit/CRITICAL), and two horizontal health bars. Player 1's bar is a gold-to-red gradient and player 2's is cyan-to-blue. Put "VS" between them and "ROUND 1" in gold at top right. Show the gold italic hit-combo counter on the left below the HUD, and a bottom-center control hint reading "WASD move · SHIFT run · F block · C crouch · J/K attacks · Z special · X burst · G grab · N target · ESC pause". Escape opens a pause overlay with Resume, Rematch, and Character Select. Keep the visual tone as a polished but intentionally simple arcade prototype: chunky typography, black shadows, glowing arena accents, colorful hit particles, subtle camera shake on impact, no menus or mechanics beyond those represented here.