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Shadow Battlegrounds

  • 3d
  • third-person
  • arena-fighter
  • action
  • low-poly
  • anime-inspired
  • shadow
  • browser
  • mobile-friendly
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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. Kj Krish built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Battlegrounds yet. Play it, then tell Kj Krish what you would add next.

Make your own game

Shadow Battlegrounds was built by Kj Krish 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 Shadow Battlegrounds 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 Shadow Battlegrounds

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 third-person 3D arena fighting game titled “Shadow Battlegrounds.” Use a dark, stylized low-poly anime-inspired presentation with a fixed third-person camera following the player. The setting is the huge circular Eclipse Court: a nearly black-purple arena floor, a smaller central combat zone, glowing purple inner and outer energy rings, sixteen low-poly perimeter pillars, and four raised square side platforms around the arena. Use soft purple/blue atmospheric lighting, fog, emissive violet trim, shadows, and hit-flash effects.

The player is an original shadow-themed humanoid fighter positioned on one side of the arena, built from a low-poly animated humanoid model recolored very dark purple/black with purple emissive accents. A red/maroon humanoid rival begins opposite the player. The rival should approach the player, walk when out of range, and periodically punch at close range. Enemy punches deal 8 damage unless the player is blocking. The rival can be stunned, knocked back, launched by attacks, defeated at zero health, and respawns after roughly 3–4 seconds at a random position toward the far side with full health. Track a score that increases when the rival is defeated.

Implement the core combat loop: move around the arena, run, jump, dash, block, perform a basic punch, and use four cooldown-based shadow abilities. Basic punch deals 12 damage when the enemy is within approximately 3.3 world units. Ability 1, SHADOW STRIKE, deals 26 damage and has a 2.2-second cooldown. Ability 2, SHADOW GRAB, deals 34 damage, has a 4.5-second cooldown, and knocks the rival back strongly. Ability 3, SHADOW UPPERCUT, deals 40 damage, has a 5.2-second cooldown, knocks the rival upward, and uses a punch/attack animation. Ability 4, SHADOW SLAM, deals 48 damage, has a 6.5-second cooldown, knocks the rival back strongly, and produces several violet impact glows. Attacks should trigger punch animations, brief bright purple impact spheres, and a subtle screen flash/shake. Build awakening energy from successful hits: each damage point adds 0.65 energy, capped at 100%. When full, enable AWAKEN. Activating it consumes all energy, plays a one-handed shooting animation, launches a bright pale-purple Shadow Ball toward the rival, defeats the rival immediately on impact, and creates a large impact glow; the enemy then respawns.

Player health starts at 100/100. If health reaches zero, show the action state DEFEATED and stop normal play. Allow restarting after defeat with the R key, restoring health and placing the player back in the arena. The normal action/status label should show READY and briefly show the current action names such as COMBO, SHADOW STRIKE, SHADOW GRAB, SHADOW UPPERCUT, SHADOW SLAM, SHADOW BALL, HIT, or DEFEATED.

Desktop controls: WASD or arrow keys move using the third-person movement rig; Shift runs; Space jumps; F blocks while held; 1, 2, 3, and 4 activate the four abilities; Q activates AWAKEN once energy reaches 100%; mouse click controls looking through the third-person camera. Include responsive mobile/touch controls with a large translucent circular MOVE joystick at lower left and visible circular buttons at lower right for PUNCH, DASH, JUMP, and a holdable BLOCK control, plus four numbered ability buttons and a large AWAKEN button. Dash moves the player forward a short burst and emits a purple glow. The touch layout should match the shown portrait presentation, while desktop should remain usable with keyboard and mouse.

Create a prominent HUD over the game. At top left show “SHADOW BATTLEGROUNDS,” the subtitle “Arena 01 · Eclipse Court,” and a large current status such as READY. At top right show “SHADOW HEALTH 100 / 100” with a horizontal pink-to-orange health bar, and “AWAKENING 0%” with a dark purple progress bar that fills as energy is gained. Show ability cooldown numbers on the 1–4 buttons when unavailable. Use bold uppercase white/lavender typography, rounded dark translucent panels, purple outlines and glow. Keep the arena spacious and mostly uncluttered so the player and rival are visible in the center, with the controls and HUD overlaid without changing the game camera.

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