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Pulsefront Arena

  • 3d
  • arena-shooter
  • hero-brawler
  • neon
  • sci-fi
  • mobile
  • action
0
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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. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Pulsefront Arena was built 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 Pulsefront 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.

Read the build brief for Pulsefront Arena

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 playable 3D arena shooter/brawler titled “Pulsefront Arena,” with a polished dark sci-fi neon aesthetic and Ukrainian UI text. Use a Three.js-style real-time 3D scene with a first-person battle camera and a menu preview camera. The environment is a circular metallic arena on a dark blue-black floor, marked with a glowing grid and a bright magenta energy ring around the perimeter. Surround it with a futuristic neon city skyline: tall dark purple/blue rectangular buildings with cyan or pink horizontal light strips, scattered glowing street lamps and signs reading “NOVA” and “PULSE,” plus sixteen large alternating purple/blue perimeter pillars. Add several low rectangular metallic cover blocks inside the arena with cyan glowing top strips. Use dramatic cyan, violet, and pink lighting, fog, bloom-like emissive materials, soft shadows, and a clean futuristic HUD. The player and enemies should be animated low-poly humanoid/mech characters; the menu shows one stocky weathered robot/mech hero centered in the arena, facing the camera, with idle animation.

Menu screen: keep the 3D hero visible behind a large translucent navy glass panel positioned toward the lower portion of the screen. At the top left show a rounded profile card with a circular cyan-to-violet “PF” avatar and Ukrainian profile text such as “Пілот Nova,” “Рівень 4 · Рейтинг 1280.” At the top right show four compact resource cards with icons and values: coin 1250, crystal 80, energy 34, trophy 1280. On the menu panel display the small uppercase eyebrow “ОРИГІНАЛЬНИЙ 3D HERO-BRAWLER,” the large title “PULSEFRONT ARENA,” and the description “Короткі матчі на карті Neon City. Обери героя, заряджай супер і зламай ворожих дронів.” Provide three selectable hero buttons: RAVEN (штурмовик), VOLT (контролер), and IRON (танк), with the selected button outlined/glowing cyan. The default selection is RAVEN. Add a large cyan-to-violet gradient button labeled “ПОЧАТИ БІЙ · 2:30.” Persist the selected hero if possible.

The match is a short 150-second / 2:30 round in “NEON CITY · GEM CONTROL.” The objective is explicitly “ЦІЛЬ: знищити 5 дронів,” with a live counter starting at 0 / 5. Spawn one player mech near one edge of the arena and five enemy drone/mech opponents arranged across the arena. Enemies have 1700 HP each, pursue the player when farther than four world units, rotate toward the player, and attack at close range (within seven units) on roughly a 1.3-second interval, dealing 120 damage. Defeat all five enemies to win; if the player’s HP reaches zero, or the timer expires before all five are destroyed, show defeat. If the timer expires after all five are defeated, count it as a win.

Hero behavior and stats: all three selectable heroes use the same visible animated mech model but have different combat statistics and identity colors. RAVEN is the default assault hero with 4000 HP, 660 projectile damage, movement speed 6.8, purple primary color and cyan accent; its displayed attack name is “ЕНЕРГЕТИЧНИЙ ІМПУЛЬС” and super name “ТІНЬОВИЙ РИВОК.” VOLT has 3500 HP, 520 projectile damage, speed 6.2, teal primary color and yellow accent; its names are “ЕЛЕКТРОДУГА” and “ГРОЗОВЕ ПОЛЕ.” IRON has 5600 HP, 780 projectile damage, speed 4.6, red/orange primary color and gold accent; its names are “МЕТАЛЕВИЙ УДАР” and “ФОРТИФІКАЦІЯ.” These names can be represented in hero data or HUD, but the actual implemented abilities are shared by the selected hero.

Battle camera and controls: switch to a first-person camera when the round starts, with a small glowing white/cyan crosshair centered on screen. Support keyboard movement and mouse look/aim, with shooting on primary mouse click; support mobile/touch play with a left circular joystick labeled “РУХ,” a right circular joystick labeled “АТАКА,” and a large glowing round “ВОГОНЬ” button near the lower right. Support keyboard shortcuts Space for super and E for gadget. The player’s regular attack fires a bright accent-colored glowing projectile from the camera direction, with a brief five-particle muzzle burst; limit firing to approximately one shot every 520ms. Projectiles travel quickly and deal the selected hero’s damage to the first enemy hit, showing floating yellow damage text.

Super ability: fill a 0–100 super meter by dealing damage, gaining charge proportional to damage (damage / 80), capped at 100. Show the super meter beneath the health bar and make the circular SUPER button visibly glow when ready. When activated, reset the meter, play a sword-slash-style attack, dash the player approximately 3.8 units in the camera’s horizontal direction, create a short-lived purple torus/ring effect at the new position, and deal 900 area damage to every nearby enemy within 3.2 units. Display a toast message “ТІНЬОВИЙ РИВОК!”

Gadget: provide a separate GADGET button with a roughly 10-second cooldown. On activation, create a transparent cyan wireframe spherical shield around the player for three seconds and show “ЕНЕРГОЩИТ · 3с.” While active, incoming enemy attacks consume shield time/strength instead of reducing player HP. The HUD should show the player’s selected hero name, a green health bar with numeric current/max HP, and the purple/gold super meter. At the upper center show “NEON CITY · GEM CONTROL” and the countdown timer, while the objective card remains at upper left. Keep the fire control and ability buttons accessible on mobile.

Enemy defeat and results: when an enemy reaches zero HP, play a death animation, remove it shortly afterward, increment the elimination counter, and add the damage to the match damage total. Show a translucent glass results overlay. On victory display “ПОБІДА!” in cyan with “Арена під контролем”; on defeat display “ПОРАЗКА” in pink/red with “Дрони перегрупувалися.” Include a two-column stat grid for XP, damage, eliminations, and coins. Victory rewards are +120 XP and +35 coins; defeat rewards are +35 XP and +10 coins. Include buttons “ЗІГРАТИ ЩЕ” and “У МЕНЮ.” Use large rounded translucent navy panels, thin cyan borders, cyan/pink glow, bold condensed-looking uppercase typography, and Ukrainian labels throughout, matching the shown premium mobile hero-brawler interface.

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