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Arcade › Octógono
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gustavo Agrela built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Octógono yet. Play it, then tell Gustavo Agrela what you would add next.
Octógono was built by Gustavo Agrela 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 Octógono 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 fighting game titled "Octógono". Use Three.js with a dark, minimalist arena presentation and a fixed elevated third-person camera looking down toward the center of an octagonal fighting cage. The scene should have a near-black navy background with subtle fog, strong soft shadows, a cool hemisphere light and a bright directional key light. Build the arena from an eight-sided circular/octagonal platform: a large dark blue-gray octagonal floor, a slightly smaller darker inner fighting surface, and eight perimeter rail segments in dark red/crimson, each supported by a short dark post. Keep the arena centered and visible from a camera around (0, 9, 10), with a perspective view that subtly follows the midpoint between the two fighters. Place two humanoid 3D fighter characters on opposite sides of the arena, initially around x=-2.1 and x=2.1. Load a humanoid soldier-style animated model and clone it for both fighters; recolor the player with a bright teal/turquoise tint and the rival with a pink-red tint. Although the HUD calls the opponent TIGER, the visible character is the same stylized humanoid model with different coloring. Scale the fighters up clearly against the arena, enable cast and receive shadows, and have them face each other. Use idle, walk, punch/melee attack, and right-leg kick animations where available, switching animations smoothly. The core loop is a one-round, one-minute close-range fight. The player moves freely within the octagonal arena using WASD or the arrow keys, with movement clamped approximately to x/z +/-4.2. The player can punch with Space and kick with E. Punch damage is 9 and kick damage is 14, but attacks only connect when the fighters are within roughly 3.15 world units. On a successful attack, play a heavy punch impact sound, trigger the relevant attack animation, and nudge the attacker slightly toward the target. The rival is controlled by simple AI: it approaches the player until within about 2.55 units, then attacks automatically about every 1.15 seconds, randomly choosing punches and kicks. The player and rival should continuously turn to face one another. The round ends immediately if either health value reaches zero, or when the 60-second timer expires. On timeout, determine the result from the remaining health (the implementation's timeout path displays the same victory/defeat check based on whether the rival has already reached zero). Display an end-of-match overlay with either "VITÓRIA" or "DERROTA", a short Portuguese result message, and a "Lutar de novo" restart button that resets both health values, the timer, fighter positions, cooldowns, and hides the overlay. Create a fixed HTML HUD in Portuguese over the 3D canvas. At the upper left, show a dark translucent rounded card labeled "VOCÊ · BANTAM" with a full-width turquoise gradient health bar that goes from teal to pale mint. At the upper right, show a matching card labeled "RIVAL · TIGER" with a coral/red-to-orange health bar. Center the top HUD with bold white "ROUND 1" and a timer beneath it formatted like "01:00" and counting down to "00:00". At the bottom center on desktop, show the hint "WASD / setas para mover · Espaço soco · E chute" in small muted blue-gray text inside a subtle dark translucent rounded background. On touch/mobile layouts, replace or supplement the keyboard hint with an on-screen control layout: a four-button directional pad at bottom-left with up, left, right, and down arrow buttons, plus two circular action buttons at bottom-right, a burgundy button marked "P" for punch and a blue button marked "K" for kick. The touch buttons should support press-and-hold directional movement and pointer-down attacks. Use a clean arcade sports-fighting visual style: black/navy page background, rounded dark HUD panels with thin slate-blue borders, white bold typography, translucent overlays, teal player health, coral enemy health, burgundy punch control, and blue kick control. Keep the canvas full-screen and responsive, hide the mobile controls on wider desktop screens, and show a darkened centered results panel when the fight ends.