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Rivals Online

  • 3d
  • fps
  • arena-shooter
  • action
  • competitive
  • browser
  • neon
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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. Viktor Björk 6D built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rivals Online yet. Play it, then tell Viktor Björk 6D what you would add next.

Make your own game

Rivals Online was built by Viktor Björk 6D 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 Rivals Online 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 Rivals Online

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-playable first-person arena shooter titled “Rivals Online.” Use a Three.js-style 3D FPS presentation with a dark navy background, light fog, cool blue lighting, subtle neon cyan accents, shadows, and a futuristic training-yard atmosphere. The camera is a first-person perspective with a centered white crosshair and a visible low-poly blaster model held at the lower-right of the view.

Start on a full-screen dark radial-gradient overlay with a centered bordered panel. The panel should show the large uppercase title “RIVALS ONLINE,” the description “Fast arena duels in a neon training yard. Beat the rival bot to 5 points.”, a bright cyan-to-violet gradient “ENTER ARENA” button, and small text indicating that this is a browser FPS slice with desktop and mobile controls. Clicking/tapping the button starts the match and hides the overlay, with pointer lock where supported.

Build a square enclosed arena approximately 30–34 units wide. It has a dark blue-gray floor, tall side and end walls with blue trim/emissive material, four corner tower-like pillars, and multiple waist/high cover blocks: a central rectangular cover, left and right offset cover pieces, and a rear cover. Add thin glowing cyan lane strips on the floor and a few modular wall-like props around the arena. Use fog so distant walls fade into the dark blue environment. The player starts near the center of the south side around position (0, 1, 11); the rival starts near the center of the north side around (0, 0, -10), facing the player.

The core loop is a duel against one rival bot. Support FPS movement with WASD, mouse-look/pointer lock on desktop, mobile controls through the FPS control system, and jumping with Space. Movement speed is about 7.5, jump speed about 8.5, and gravity about -24. Clicking/tapping fires the blaster toward the center crosshair. The weapon has 12 rounds per magazine and displays “12 / 48”; each shot consumes one round and has about a 0.18-second cooldown. Pressing R reloads, taking about 0.9 seconds, and refills the magazine to 12. If the player fires with an empty magazine, start the reload automatically. Use a center-screen raycast against the arena and rival so cover can block shots; a hit on the rival deals 34 damage. The rival has 100 health, flashes dark red briefly when hit, and requires four successful hits to defeat.

The rival bot should be a simple blocky humanoid character asset or low-poly humanoid with an idle animation. It faces toward the player, moves toward the player when farther than 7 units at about 1.2 units/second, and periodically fires automatically when within 19 units. Its shots occur about every 1.15–1.6 seconds and deal 12 armor damage. When hit, briefly show a translucent red damage flash over the entire screen. When armor reaches zero, award the red team a point, restore the player’s armor to 100, and reset the round after a short delay. When the rival is defeated, award Blue a point and show “POINT TO BLUE”; when the player is defeated show “POINT TO RED.” Reset each round with the rival at a slightly randomized x position roughly 2–5 units left or right of center, player back at the south start, full armor, and a full magazine.

Use a first-to-five scoring system. The HUD must remain visible during play: upper-left text “BLUE 0 — 0 RED” and “FIRST TO 5 WINS”; upper-right “ARMOR 100” with a horizontal cyan-to-violet armor bar; a centered white crosshair with glowing shadow; and lower-right weapon information “BLASTER A,” large cyan ammo count, “/ 48,” and the hint “CLICK FIRE · R RELOAD · WASD MOVE · SPACE JUMP.” Display temporary centered uppercase messages such as “ROUND 1,” “POINT TO BLUE,” “POINT TO RED,” “MATCH WON,” and “MATCH LOST.” When either side reaches five points, show the corresponding match result briefly and then reset the score for a new match. Keep the overall visual language clean, neon-accented, competitive, and minimal, with responsive desktop/mobile layout and a small-screen adjustment for HUD sizes.

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