Arcade › Mr Best Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Footix 123 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mr Best Arena yet. Play it, then tell Footix 123 what you would add next.
Mr Best Arena was built by Footix 123 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 Mr Best 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 simple 3D third-person arena running game titled “Mr Best Arena.” Use a bright, stylized low-poly stadium under a clear sky-blue background with soft fog in the distance, strong soft shadows, and colorful toy-like materials. Scene and camera: Use a perspective camera following behind and slightly above the player at roughly 8 units distance. The player starts at the near end of the arena, facing down the track toward the far end; allow the player to drag to look around. Keep the camera centered on the player in third-person view. Use bright ambient/hemisphere lighting plus a strong directional sun. Arena layout: Build a large rectangular arena base, about 34 units wide and 58 units long, with a pale pink/beige base surface. Put an approximately 11-unit-wide cyan/light-blue running track down the center, extending most of the length. Mark the track with repeated white transverse distance lines and white dashed/segmented lane markings along the left, center, and right portions. The player begins around the center line at the z=19 end and runs toward the opposite end around z=-22. Stadium decoration: Add colorful bleacher seating on both sides of the track. Each side has six long raised rows, alternating pink and periwinkle/blue, with the rows stepping upward as they move farther from the track. Add coral-red vertical rails/posts at intervals alongside the seating. Place low-poly green cone-shaped trees around the outer sides, gray wall/barrier props, colorful vertical banners near the track ends, and stair props near the far side. Include blocky tan bench/step-like props in the near left and right foreground. These are environmental decorations, not enemies, and should not attack or move. Finish area: At the far end of the track, create a simple finish gate with two white vertical posts, a blue horizontal top bar, and a dark rectangular overhead panel containing a bright green glowing horizontal strip. Add a dark scoreboard structure on the right side of the arena with a green screen. The visual objective is to run from the starting end to this finish gate; display the on-screen instruction “RUN TO FINISH,” but do not add combat, collectibles, enemies, health, ammo, or extra gameplay systems. Player: Use a stylized low-poly soldier/runner character model, scaled up slightly, positioned on the center of the near end of the track and facing the finish gate. Give the character idle animation when standing and orient it toward its movement direction while moving. Cast and receive shadows. Controls and movement: Support WASD and arrow-key movement, jumping with Space, and mouse/touch drag camera look. Use responsive third-person character movement around speed 7, jump speed around 9, and downward gravity around -22. Let the player move and jump freely within the arena; basic slope handling is sufficient. There is no implemented win screen or score counter, so the finish objective is communicated by the gate and HUD only. HUD: Overlay fixed HTML-style UI without blocking gameplay. At the top center show a dark navy rounded rectangle with bold white text “MR BEST ARENA.” At the top right show a yellow rounded button/badge with dark text “RUN TO FINISH” and a subtle darker drop shadow. At the bottom center show a translucent dark navy rounded instruction panel reading exactly “WASD / arrows to move · Space to jump · drag to look.” Use bold, clean Arial-like typography, white text with a subtle dark shadow, and keep the HUD responsive on different screen sizes. Render the game fullscreen with no visible borders or scrollbars.