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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. kosagural built it with Cinevva, so it works on a phone or a tablet too.
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Rift Arena was built by kosagural 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.
Create a playable 3D third-person arena shooter/brawler titled “RIFT//ARENA,” with a dark futuristic sci-fi presentation and Ukrainian HUD text. The game should open on a menu overlay over the 3D scene: a nearly black navy background with subtle blue atmospheric lighting, fog, floating cyan dust particles, and a futuristic enclosed arena visible behind it. At the top, show a glassmorphism HUD bar with a cyan “RIFT//ARENA” label, “NOVA PILOT,” “Рівень 7 · Рейтинг 1240,” and a cyan-to-violet XP bar. On the right show three compact resource cards: 🪙 1240 “МОНЕТИ,” 💎 86 “КРИСТАЛИ,” and 🏆 318 “ТРОФЕЇ.” Anchor a large rounded translucent menu card near the bottom/center with thin cyan border and shadow. It must contain the title “RIFT//ARENA” with the // in bright cyan, subtitle “ОРИГІНАЛЬНИЙ 3D HERO-BRAWLER · PLAYABLE SLICE,” selected hero “RAVEN,” “Штурмовик · Енергетичний імпульс,” a diamond-like icon, and three stat tiles: “4000 HP,” “660 ШКОДА,” and “ВИСОКА ШВИДКІСТЬ.” Include a large full-width blue-to-purple button labeled “ВИЙТИ НА АРЕНУ.” The 3D scene is a rectangular enclosed arena called Iron Canyon. Use a dark blue metallic floor approximately 28 by 20 units, four solid perimeter walls, blue/cyan glowing strips along the inside of the north and south walls, strong cool overhead/side lighting, a blue rim light at the rear, an orange accent light on the right, shadows, fog, and sparse floating cyan particles. Add several static rectangular cover blocks distributed around the arena: large blocks around (-6,-3), (6,3), (-2,5), (2,-5), plus smaller blocks near (-9,4) and (9,-4). Also place construction-barrier props around the north and south edges as decorative cover/arena dressing. Keep the aesthetic clean, neon-lit, low-poly/modular sci-fi rather than realistic. The selected player is RAVEN, represented by a modular astronaut/spacesuit humanoid model, standing near the south side of the arena. Use a third-person camera following behind and above the player at about 7 units distance. The player moves with WASD or a left movement joystick using a third-person controller, with running and idle animations and jumping supported by the controller. Aim with a right virtual stick; the aim direction is horizontal and determines the direction of attacks. On desktop also support keyboard shortcuts: Enter starts from the menu, Space activates the super, F activates the gadget, and a mouse attack input can fire. On mobile, provide touch controls. When “ВИЙТИ НА АРЕНУ” is pressed, hide the menu and show combat UI. Spawn exactly four enemy mech/robot models in the arena at roughly the four diagonal positions: (-8,-4), (8,-4), (-8,4), and (8,4). They have idle, walk, shoot, and death animations, scale smaller than the player, and each starts with 2200 HP. Bots automatically pursue the player when farther than 4 units, moving slowly at about 1.2 units/second and facing their movement direction. When close enough and their cooldown expires, they fire a glowing orange/red energy projectile toward the player about every 1.5+ random seconds. Enemy projectiles travel for a short time and inflict 180 damage on contact; show a red floating “-180” toast. The player starts with 4000 HP. Do not invent a visible player health bar if one is not specified in the original interface; the menu does show the 4000 HP stat. The primary attack is an energy pulse: pressing ATTACK creates a small bright cyan/white emissive projectile at the player’s upper body, traveling in the current aim direction at about 18 units/second. Each hit deals exactly 660 damage to an enemy, removes the projectile, and adds 15 percentage points to the super meter, capped at 100. Play a laser sound and the player’s shooting animation. When an enemy reaches zero HP, play its death animation, mark it dead, increment eliminations and score by 1, show an “ELIMINATION” toast, and hide the bot after a short delay. The combat overlay must preserve the top resource/profile HUD and add a centered top match panel showing a large countdown “02:30,” the label “CONTROL · IRON CANYON,” and a horizontal super meter initially empty, filled with a yellow-to-orange gradient as the player lands shots. Place three circular action buttons at the lower right: large orange/red “ATTACK,” medium violet/yellow “SUPER,” and smaller cyan/blue “GADGET.” SUPER begins visually dim/disabled and becomes ready at 100%. Pressing SUPER at full charge resets the meter, creates a growing purple glowing ring around the player, damages every living bot within 3.3 units for 1200 damage, can kill them normally, plays the player’s roll animation, and displays “ТІНЬОВИЙ РИВОК” in purple. Pressing GADGET creates a cyan transparent wireframe spherical energy shield around the player for 3 seconds and displays “ЕНЕРГОЩИТ”; it is a visual timed effect and does not need to add damage mitigation beyond what is visibly implemented. Include the lower-left hint “WASD / лівий джойстик — рух · правий джойстик — приціл · SPACE — супер,” and show short centered floating toast notifications for eliminations, hits, the super, gadget, and damage. The match lasts 150 seconds. End the battle in victory when all four bots are dead, or in defeat when the timer reaches zero before clearing them, or when player HP reaches zero. Show a dark translucent result overlay with a centered rounded glass panel. For victory, display “ПОБІДА!” in cyan and text such as “Raven очистив сектор. +24 трофеї · +180 XP · eliminations: N”; for defeat display “ПОРАЗКА” in red and report damage taken and eliminations. Provide “ЗІГРАТИ ЩЕ” to reset and restart the same battle and “В МЕНЮ” to return to the original menu. Maintain the polished responsive mobile-first layout: rounded translucent navy panels, thin cyan borders, bright cyan/blue/violet gradients, bold condensed-looking white typography, and touch-friendly circular controls.