Arcade › Minion Battle Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Fabricio Rodrigues built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Minion Battle Arena yet. Play it, then tell Fabricio Rodrigues what you would add next.
Minion Battle Arena was built by Fabricio Rodrigues 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 Minion Battle 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.
Create a browser-based 3D third-person arena action game titled “MINION BATTLE ARENA 3D” (shown in Portuguese by default). Use Three.js-style real-time 3D rendering with a fixed, dark navy interface and bright laboratory-yellow/gold buttons. The main menu is a centered rounded dark translucent panel with a thin gold border and shadow, the large stacked gold title “MINION BATTLE ARENA 3D,” subtitle “Arena de criaturas de laboratório,” and buttons for PLAY/JOGAR, CHARACTERS/PERSONAGENS, MODES/MODOS, MAPS/MAPAS, SETTINGS/CONFIGURAÇÕES, LANGUAGE/IDIOMA, and TUTORIAL. Show a profile line such as “LABO • 0 coins • 0 XP.” The default selected setup is character LABO, Team Battle mode, Crazy Laboratory map, NORMAL difficulty; preserve coins, XP, selected character, and language in local storage. Support a Portuguese default UI plus the language choices English, Spanish, French, German, Italian, Japanese, Korean, Simplified/Traditional Chinese, Russian, Arabic, Hindi, Turkish, Dutch, Polish, Indonesian, Thai, and Vietnamese for the menu labels that are provided. When starting a match, render a colorful but simple low-poly 3D arena from an elevated third-person camera following the player. The arena is a 30 by 24 rectangular floor with teal-blue laboratory coloring, four perimeter walls, several interior cover walls arranged as short rectangular barriers, and eight cylindrical lab generators in alternating orange and mint colors along the edges. Add a small gold sign-like bar near the rear wall. Place six glowing floating octahedral energy crystals around the central area, alternating blue and gold; the player can collect them by moving close, increasing the team score and adding a feed message “Cristal coletado!”. The selected map changes the scene background accent color: Crazy Laboratory teal, Secret Villain Base purple, Colorful City orange, or Robot Factory blue. The visual style is clean, playful, colorful low-poly creatures and glowing projectiles, with fog and strong soft lighting/shadows. The player is a cute laboratory minion assembled from simple rounded geometry: a colored spherical body, smaller head, two dark eyes, a visor strip, a rectangular backpack, and a glowing circular team ring on the ground. The player team ring is green and enemies have red rings; enemies have reddish bodies/visors while the player has yellow styling. Include these selectable characters with the exact differing stats and special abilities: LABO (110 HP, speed 6, range 11, damage 20, cooldown .38, shield); SPEEDY (85 HP, speed 8.5, range 2.5, damage 28, cooldown .55, dash); BOSS Z (95 HP, speed 5.3, range 15, damage 26, cooldown .65, turret); MECHA (170 HP, speed 3.8, range 3, damage 35, cooldown .75, armor); BOOMER (105 HP, speed 5.4, range 10, damage 24, cooldown .9, bouncing-bomb style boom); TECHY (100 HP, speed 5.5, range 9, damage 16, cooldown .55, heal); FROST (92 HP, speed 5, range 12, damage 18, cooldown .5, freeze); and ROBO-GIANT (230 HP, speed 3, range 5, damage 42, cooldown 1.1, shockwave). The character selection screen should show cards with colorful icon-like avatars, descriptions, HP and speed bars, and select/ready buttons. Provide four selectable modes: Team Battle (120 seconds), Crystal Collection (120 seconds), Solo Arena (120 seconds), and Robot Boss (180 seconds). Matches start with the player at the near side and three enemy minions at the far side in normal modes: SPEEDY, BOOMER, and FROST. In Robot Boss mode use two regular enemies plus a larger scaled ROBO-GIANT boss with 900 HP, placed ahead of the player. Enemies use simple AI: move toward the player when outside their attack range, back away when too close, face the player, and attack with melee damage at close range or glowing projectiles at range. The boss chases the player, periodically deals contact/area damage, and emits a radial knockback-like effect. Defeated enemies disappear for three seconds and respawn at their spawn points; the player also respawns after three seconds. Team score increases for enemy defeats, the opposing score increases when the player is defeated, and crystals increase the player/team score. In Robot Boss mode, winning occurs when the boss reaches zero HP; otherwise matches resolve when the timer expires, with victory if the player score is at least the opponent score. Implement combat: the player automatically attacks the nearest enemy when ATTACK is pressed. Ranged characters fire small glowing blue energy spheres toward the target; close-range characters directly damage and knock back the target. Enemies fire red/orange glowing projectiles when ranged. Attacks respect each character’s cooldown and damage. Each character’s special has an eight-second cooldown shown in the HUD: shield/armor reduces incoming damage while active, dash moves the player forward, heal restores 40 HP, boom/shock damages nearby enemies, freeze slows nearby enemies for several seconds, and turret creates a temporary allied BOSS Z-like helper with 40 HP. Include damage numbers floating above hit creatures and short event-feed messages. Play simple synthesized beeps for shots, hits, crystals, and specials, with a sound slider in settings. During gameplay show a responsive HUD over the 3D view: top-left player name, red HP bar and numeric HP/max HP; top-center score such as “0 - 0” and countdown timer such as “02:00”; top-right special status (“READY” or countdown) and blue cooldown bar. Put a white circular crosshair at screen center, event feed on the left, a pause button at top-right, and mobile controls at the bottom: a translucent circular joystick on the left, purple ESPECIAL button, and red ATACAR button on the right. Support keyboard/mouse and touch: WASD or joystick moves, mouse/drag aims the third-person camera, left click or ATACAR attacks, right click/Space or ESPECIAL activates the special, and Escape or pause toggles pause. Collision/cover should make the arena barriers visually meaningful, and keep the action inside the walled arena. At match end hide the HUD and show a dark rounded result panel with VITÓRIA!/VICTORY! or DERROTA!/DEFEAT!, the final objective score, and rewards: victory gives +40 coins and +100 XP, defeat gives +15 coins and +35 XP. Provide buttons to play again or return to the main menu. Include a tutorial panel explaining movement, aiming, attack, special, crystal collection, and defeating enemies, with the hint to use walls for cover and choose characters with different styles. Settings should expose quality choices LOW/MEDIUM/HIGH and a sound range slider. Make the layout mobile-friendly with large touch targets, dark navy background, gold/yellow primary buttons with darker pressed shadow, rounded panels, and readable light-blue secondary text. Do not add unrelated mechanics, weapons, inventory, or story systems.