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Mecha Forge

  • 3d
  • mech
  • arena
  • action
  • builder
  • ragdoll
  • low-poly
  • mobile
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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. Reuel Lucas built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mecha Forge yet. Play it, then tell Reuel Lucas what you would add next.

Make your own game

Mecha Forge was built by Reuel Lucas 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 Mecha Forge 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 Mecha Forge

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 playable browser game titled “Mecha Forge // Arena,” presented as a dark futuristic third-person 3D mech arena with a Portuguese/Brazilian interface. Use Three.js-style WebGL rendering, an orthographic canvas UI overlay, and a perspective camera following the player from behind and above. The scene has a nearly black navy background with fog, cool blue lighting, a dark metallic circular arena floor about 20 units wide, three glowing cyan concentric rings on the floor at radii 3, 6, and 9, and eight evenly spaced tall dark-blue rectangular pillars around the perimeter. Add a futuristic turret/cannon prop at the back of the arena and a cyberpunk power-core-like prop toward the opposite side when available.

Create two low-poly block-built humanoid wheeled mechs: the player starts at the left/front side (around x=-3,z=0) and is cyan/blue, while the enemy starts opposite (x=3,z=0) and is pink/red. Each mech consists of a rectangular torso/core, dark chest plate, small head with a pale visor, two block arms, two dark legs, and two small cylindrical wheels. The player can optionally show a green side shield and a gold side-mounted weapon; these are initially hidden and become visible when the corresponding catalog part is installed. Keep the visual style faceted, geometric, metallic, neon-accented, and intentionally simple/low-poly.

The game has two modes controlled by large top-left overlay buttons: “MONTAR” (build) and “BATALHA” (battle). The overlay uses a dark translucent navy panel, bright cyan title text, pale blue/white typography, blue borders, and bright cyan active buttons. At the top display “MECHA FORGE // ARENA” and beneath it “MODO WECHAT • FÍSICA + RAGDOLL”. In build mode, show “CATÁLOGO: 320 PEÇAS,” “Peça 1 / 320” (with the current index), the selected part name such as “Titã Mk-1,” its “Tipo” and “Poder,” left/right arrow buttons, and a large “INSTALAR” button. Generate exactly 320 catalog entries cycling through the types core, armor, weapon, shield, wheel, booster, sensor, leg, arm, and utility; names cycle through Titã, Vortex, Bulwark, Raptor, Aegis, Crusher, Nova, Bastion, Volt, and Goliath with Mk-1 through Mk-12 suffixes. Give entries deterministic-looking power values from 5 to 100 and weights, and colored rarity-like accents (cyan, pink, orange, purple, green), but only implement the visible installation effects: shield shows the player shield, weapon shows the player weapon, armor increases player scale.y and max/current HP to 130, booster increases movement speed, and wheel preserves/enables the wheels. Include explanatory text that parts change life, power, weapons, shields, and mobility.

In battle mode, immediately reset both robots and begin the fight. Display “HP VOCÊ: [value]   HP INIMIGO: [value]”, the instruction “Arraste no lado esquerdo para mover • toque à direita para atacar,” a “REINICIAR” button, a large bottom-right “ATAQUE” button, and “SCORE [value].” The player has 100 HP by default (or 130 after armor), the enemy has 100 HP, and a successful player attack deals 18 damage if a weapon is installed or 10 otherwise. A successful enemy attack deals 12 damage. Attacks only connect within about 2.8 world units and have cooldowns: player about 0.45 seconds, enemy about 0.9 seconds. When hit, apply a strong knockback velocity. When either mech reaches zero HP, set its HP to zero and put it into a simple ragdoll-like state: apply downward gravity, move using its velocity, rotate it around X/Z while falling, clamp it to the floor, and damp velocity on impact. Award 100 score only when the player defeats the enemy.

Support desktop and touch controls. WASD moves the player in four directions, with facing rotated toward movement; Space attacks. On touch, dragging/holding on the left portion of the screen acts as a virtual joystick and holding/tapping the right side near the bottom acts as attack. The battle attack button should also trigger the same attack. Keep the enemy AI simple: while upright it moves directly toward the player at roughly 1.4 units/second until within 2.1 units, then attacks on cooldown. The player moves around 3.2 units/second, or about 1.4x that after installing a booster. The camera smoothly follows player x/z while remaining elevated behind the action, approximately at y=7.5 and z=11.5, looking toward the player around y=1.2.

At the very bottom of the screen, show a dark translucent footer bar with centered text: “WASD / joystick • ESPAÇO ou botão ATAQUE • 320 peças geradas no catálogo”. Make the interface responsive to the viewport and keep all HUD text and buttons rendered above the 3D scene. The default initial screen should be build mode with the first catalog item selected and battle not started; selecting BATALHA resets both robots and starts combat, while MONTAR returns to catalog mode.

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