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Naruto Shippuden 3D Ninja

  • 3d
  • third-person
  • action
  • ninja
  • open-world
  • arcade
  • anime-inspired
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. BOX X built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Naruto Shippuden 3D Ninja yet. Play it, then tell BOX X what you would add next.

Make your own game

Naruto Shippuden 3D Ninja was built by BOX X 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 Naruto Shippuden 3D Ninja 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 Naruto Shippuden 3D Ninja

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 third-person 3D action game titled “Naruto Shippuden 3D Ninja” / “NARUTO SHIPPUDEN,” presented in a dark arcade-style interface with orange neon borders and Chinese menu labels. Use Three.js-style real-time 3D rendering with a behind-the-player third-person camera, mouse camera control, shadows, green terrain, fog, and simple stylized low-poly assets.

Main menu: cover the screen with a nearly black translucent background and a centered dark panel outlined in bright orange with an orange glow. Show the title “NARUTO SHIPPUDEN” in orange, the subtitle “3D Ninja Open World,” and buttons: “开始” (Start), “新游戏” (New Game), and “退出游戏” (Exit Game). New Game opens a level selector with three buttons: “训练场” (Training Field), “森林对战” (Forest Battle), and “九尾挑战” (Nine-Tails Challenge), plus a back button. Also include an “导入 MOD (GLB)” button that lets the user choose a .glb file and replaces the player model; show a status message for loading, success, or unsupported/non-GLB files. At the bottom of the menu display the controls: WASD move, Shift run, Space jump, mouse camera, left mouse attack, J Rasengan, K ranged chakra shot, L dodge, G transform, Esc pause.

Player and world: load a humanoid ninja character model and stylize it as Naruto with a bright orange jacket, yellow hair, dark blue/purple lower clothing, a black headband with a gray metal forehead plate, and simple whisker marks. Place the character in a large open grassy world. The open world should have a dark green 180-by-180 ground plane, green/brown fog, directional sunlight, ambient/hemi lighting and shadows, scattered rocks, several houses/buildings, many trees of varied sizes, a small water area, and five wooden training dummies near the central area. Use simple low-poly or fallback primitive geometry if assets fail to load.

Include an open-world mode with two friendly/neutral ninja NPCs and three hostile combat NPCs: two regular ninja enemies and two larger “Big Ninja” enemies overall in the open-world population (the code’s open-world spawn consists of friendly female ninja NPCs at approximately (-8,12) and (15,-14), hostile Big Ninjas at (22,18) and (8,42), and a hostile regular ninja at (-28,-25)). NPCs idle with subtle bobbing; enemies within about 22 units face the player and, when close, periodically attack. Regular enemies have roughly 70 health and deal 9 damage, Big Ninjas have roughly 95 health and deal 14 damage. Friendly NPCs do not attack. Enemies disappear when defeated.

Movement should be responsive third-person movement using WASD, with regular movement around 7.5 speed, Shift running around 14 speed, Space jumping with gravity, and mouse-controlled camera orientation. Press Esc to toggle a full-screen pause overlay with “已暂停,” Continue, Restart, and Return to Main Menu buttons. Player health begins at 100 and is shown in the HUD; when hit it decreases, and if it reaches zero reset the player to 50 health and respawn them near the origin rather than ending the game.

Combat: left mouse performs a close-range punch on a short cooldown, with an optional punch animation and a blue hit-particle burst. It damages all nearby hostile NPCs within approximately 3.4 units for 15 damage in normal form. Press J to fire a larger Rasengan: a glowing blue sphere projectile with a particle trail, traveling forward quickly, dealing 28 damage on collision, with a roughly 0.95-second cooldown. Press K to fire a smaller forward chakra orb projectile, blue in normal form, dealing 18 damage with a roughly 0.72-second cooldown. Projectiles expire after a short lifetime and create impact particles when they hit. Press L to dash forward about 5.2 units on an approximately 1.1-second cooldown and leave a short-lived particle trail.

Add a transformation mechanic on G. The default form is “普通形态” (Normal Form), with orange/blue visual styling and blue-white effects. G toggles to “九尾查克拉” (Nine-Tails Chakra): recolor the outfit to deeper red/orange with golden hair, add a glowing red emissive tint and a red-orange chakra particle aura around the player, slightly scale the player up, and use orange/red effects. In this form close attacks reach about 4.2 units and deal 22 damage. Rasengan and ranged projectiles become red/orange. Toggling back removes the aura and restores the normal styling. Briefly show a spherical flash during transformation.

HUD during gameplay: keep the 3D scene visible and overlay a top-left health bar with a dark background, orange border, green fill that changes to orange at low health, and “HP”; show the current form at top-right in a dark box with an orange border, changing to red in Nine-Tails form; show a bottom-left translucent black hint panel listing left-click attack, J Rasengan, K chakra shot, L dodge, and G transform. Do not add score, inventory, ammo, or lives displays because they are not present.

Implement three selectable combat/training levels on a roughly 68-by-68 grassy arena. Level 1 “训练场” is a training field with four wooden dummy targets arranged ahead of the player and a small tree; punching nearby dummies produces hit particles, shrinks them vertically, and removes them. Level 2 “森林对战” is a forest arena with seven trees and two enemies: one regular ninja around (14,9) and one Big Ninja around (-13,-11). Level 3 “九尾挑战” is a sparse rocky arena with three rocks and one tougher Big Ninja boss around (0,18), with 140 health. The level objective is to defeat all level enemies; when all level enemies are gone, show a full-screen dark completion overlay with green “关卡完成!” and a level-specific message such as “基础训练完成!”, “森林对战胜利!”, or “九尾查克拉挑战通过!”, plus Return to Main Menu and Retry buttons. In the boss level, subtly encourage switching to Nine-Tails form after a few seconds with a small orange chakra particle cue.

Use simple combat feedback: colored particle bursts for hits, blue/orange glowing spheres for projectiles, brief hit reactions, falling/tilting defeated enemies, and lightweight idle/attack/hit animations when available. Keep the overall visual tone faithful to the screenshot: black/dark charcoal UI, orange glowing outlines and typography, compact retro arcade controls, while the actual game view is a stylized low-poly ninja village/forest open world.

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