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Arcade › Rift Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ps2163 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rift Arena yet. Play it, then tell ps2163 what you would add next.
Rift Arena was built by ps2163 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 Rift 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.
Rebuild “Rift Arena” as a browser-based hybrid simulation and 3D arena dashboard using Three.js. The game is an automatically running multiverse roleplay sim presented over a dark sci-fi arena scene. Use a fixed elevated perspective camera looking down from approximately (0, 12, 15) toward the origin, with a 50-degree perspective view, dark blue-black background and fog. The arena is a large low cylindrical platform in deep navy, surrounded by a glowing cyan torus ring. Around it, place 18 small floating rectangular cyan and violet dimensional shards that slowly orbit, rotate, and bob around the perimeter. Above the center, suspend a metallic violet-blue faceted rift core (an octahedron) at about y=2.8 inside a translucent cyan spherical glow; the core continuously rotates and the glow pulses. Lighting should be moody sci-fi: cool blue hemisphere light plus a bright directional light, with emissive cyan, violet, and blue accents. Start the simulation with Goku and Vegeta in the roster. Fighters are represented in the arena by colored hovering capsule-like bodies with translucent matching spherical auras, a glowing torus at their feet, and a floating dark translucent nameplate with a cyan outline. Use these colors: Goku orange, Vegeta blue, Naruto yellow, Sasuke violet, and Madara magenta/red. Arrange active fighters at predefined positions around the arena and smoothly move them into new positions as the roster changes. They gently bob and face toward the arena center. The currently selected fighter has a brighter, enlarged ground ring. Dead/erased fighters become dim and move out of view, while living fighters remain visible. The core gameplay is an autonomous turn-based social/combat simulation. Every 1.8 seconds while unpaused, run one simulation turn; also provide a Step control that runs a turn manually. Each turn chooses two random living fighters, generates an automatic dialogue exchange, updates the speaker’s intent, emotions, relationship values, memories, and the world log, then may perform a random action. Intents are discuss, explore, ally, train, or fight, selected using friendship, rivalry, anger, joy, pride, and fear. Display generated in-universe lines such as comments about the unstable rift, scouting the arena, training, alliance, or proving strength. Maintain per-character emotions anger, joy, pride, and fear from 0–100; relationships between pairs with trust, friendship, and rivalry from 0–100; short memories capped at 12 entries and a rolling long summary. Character goals and personalities should be: Goku—become stronger, optimistic/friendly/loves fighting/protects others; Vegeta—surpass Goku, prideful/aggressive/competitive/never submissive; Naruto—protect the multiverse, energetic/emotional/determined/protective; Sasuke—understand dimensional threats, cold/strategic/calm/distant; Madara—control reality, dominant/legendary warrior/strategic/manipulative. Support the available transformations: Goku can become Super Saiyan or Ultra Instinct; Vegeta can become Ultra Ego; Naruto can become Six Paths Sage Mode; Sasuke can become Rinnegan Awakened; Madara can become Divine Sage Form. A transformation randomly chooses a form for that fighter, adds a random power boost of 2000–5000, increases pride and joy, changes the arena body to a larger brighter emissive version, and reports the transformation in the log. Initial power levels are Goku 9500, Vegeta 9200, Naruto 8700, Sasuke 8800, and Madara 15000. A battle randomly compares two living fighters’ power with ±500 randomness; the winner gains 100–700 power, gets more pride and joy, the loser gets more anger and fear, and rivalry/trust relationships change. There is a 10% chance the loser is erased from the timeline and marked dead. Random turns can also trigger a world event, or add another roster fighter; by cycle 8 the sim may add someone automatically. Available world events include “Dimensional crack opens,” “A god awakens,” “Reality destabilizes,” “Ancient artifact appears,” “A time storm tears across the arena,” and “The sky fractures into mirrored timelines.” Events reduce timeline stability by 4–12, increase fighter fear/anger, update the active event and history, and history keeps the latest eight events. Random turns should have probabilities matching the source behavior: battle around 22%, transformation around 11%, event around 9%, automatic join around cycle 8, and occasional stability recovery; a random action selection also commonly chooses battle, transform, event, join, or talk. Forced Event, Battle, and Transform controls should run a simulation turn with that action. Overlay the 3D scene with a pointer-safe, mobile-first dark glass HUD. Use translucent navy panels, rounded corners, subtle blue borders, cyan and violet highlights, white text, and muted blue-gray secondary text. At the top show metric pills for Timeline Stability (initially 100%), Cycle (initially 0), and Living Fighters (initially 2), followed by buttons: Pause/Play, Step, Event, Battle, Transform, Add Fighter, and Reset. Pause stops only the automatic loop; Play resumes it. Add Fighter randomly recruits a character not already present from Naruto, Sasuke, and Madara. Reset clears saved state and restores the initial Goku/Vegeta world. Include a World State panel showing the current active event, the last few event-history chips, and selected-fighter information. Include a Fighters panel with responsive cards for every character. Each card shows name, alive/dead status, goal, power, current intent, transformation or Base, and the strongest relationship link. Tapping a card selects it and updates the World State detail to show goal, emotion values, top relationship with trust/friendship/rivalry, and recent memory/summary. Include a World Log panel with up to 22 newest-first entries for joins, dialogue, battles, transformations, deaths, and world events. Make the layout two columns on wide screens and stack into a single column on screens below about 980px, with scrollable fighter and log sections. Use touch-friendly buttons with at least roughly 44px height. Persist world state, characters, power levels, cycle, pause state, selected fighter, last speaker, and log in browser localStorage under a versioned save key; load it on startup. Expose getGameState() and setGameState(patch) on window for external state inspection and patching. Keep the visual scene animated even when the simulation is paused: rotate the rift core, pulse its glow and arena ring, orbit/rotate shards, and animate fighter hovering. Do not add weapons, health bars, player movement, direct combat controls, or a separate win screen—the intended experience is observing and steering the evolving simulation through the HUD.