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Skybreak Arena

  • 3d
  • fighting
  • platform-fighter
  • mobile
  • arcade
  • third-person
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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. Khalid Isa K. AlKhalifa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skybreak Arena yet. Play it, then tell Khalid Isa K. AlKhalifa what you would add next.

Make your own game

Skybreak Arena was built by Khalid Isa K. AlKhalifa 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 Skybreak 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 Skybreak 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 real-time third-person 3D mobile platform-fighter called “Skybreak Arena.” Use a dark navy sky/background with light fog and a broad rectangular floating arena floor, approximately 28 by 18 units, colored deep blue, with glowing cyan-blue trim rails around its perimeter. Use a perspective camera following the hero from behind at a moderately elevated angle (roughly 55-degree field of view and about 7 units away), keeping the player as the focus. Use soft shadows, a warm directional key light, cool hemisphere/rim lighting, and an arcade-like polished low-poly look.

The arena should contain five raised floating grass-top platforms made from stylized platformer-kit pieces: one far left around (-9, 1.1, -3) and one far right around (9, 1.1, 3), both wide; one nearer center around (-3, 2.1, 2), one around (3, 1.35, -2), and one high rear platform around (0, 3.2, -5). Their sides are warm brown/orange soil, their tops are rounded vivid green grass, and some platforms have thin bright cyan light strips near them. The floor and platforms should cast/receive visible soft shadows.

Place two identical humanoid animated fighters on the floor: the controllable HERO begins on the left at approximately (-6, 0.18, 0), and the RIVAL begins on the right at (6, 0.18, 0), initially facing one another. Use a stylized dark/black rounded humanoid character with a spherical head, bright white eye shapes, compact torso, arms and legs, and animated skeletal motions. Load or provide idle, walk/run, punch, sword-slash-like kick, jump/uppercut, roll, and death animations. The rival is visually the same character but rotated to face the hero.

Movement must support mobile third-person controls with a virtual joystick and an on-screen jump control, plus keyboard movement using WASD. Use responsive movement around the arena, jumping with gravity, and collisions against the arena/platform geometry. The hero can perform four attacks from the on-screen buttons or keyboard: PUNCH (J or A), KICK (K or B), UPPERCUT (L or X), and ROLL (Shift or Y). Each attack is blocked briefly while its move timer is active. Punch lasts about 0.32 seconds and deals 10 damage plus a combo bonus; kick lasts about 0.32 seconds and deals 14 plus combo; uppercut lasts about 0.32 seconds and deals 18 plus combo; roll lasts about 0.48 seconds, deals no damage, and grants about 0.55 seconds of invulnerability. Attacks only hit the rival within about 2.5 units, push the rival backward about 0.45 units, and create a brief warm orange hit burst plus a pale cyan slash sprite for damaging attacks. A successful attack chains into a combo if performed within about 850 ms of the previous attack, increasing damage by the combo count up to a bonus capped at 6. Display the current move name and show text such as “N HIT COMBO” for combos over one hit. When the rival reaches zero health, play its death animation and show “RIVAL DOWN.”

Make the rival pursue the hero automatically: while alive, if farther than roughly 1.8 units, run toward the hero at about 2.15 units per second and turn to face them; when close, idle and periodically attack every approximately 1.25–2.05 seconds. Rival attacks should damage the hero for a random 7–14 points unless the hero is invulnerable, and should produce a pink/red impact burst. Include subtle transient hit particles: small glowing spheres that scatter and fade, and short-lived slash effects. Add a very brief full-screen warm hit flash on impacts.

Build the HUD as a fixed translucent futuristic mobile interface over the 3D scene. At top left, show uppercase “SKYBREAK ARENA” with subtitle “mobile platform fighter.” At top right, show a rounded dark blue glass stats panel with HERO and RIVAL numeric health values, each paired with a rounded horizontal bar. Hero health begins at 100 and uses a green-to-lime fill; rival health begins at 100 and uses a pink/red-to-orange fill. Update values and bar widths continuously. Center near the top, show the current move in pale cyan and the combo label beneath it. At bottom right, show a 2-column grid of four rounded rectangular buttons: PUNCH and UPPERCUT in blue styling, KICK and ROLL in magenta accent styling, with their keyboard/controller hints beneath the labels. At bottom center, show a small translucent instruction pill reading “Move with the joystick or WASD · jump with the on-screen button · chain attacks for bonus damage.” Ensure all controls are touch-friendly, prevent accidental page scrolling, and adapt sizing for small mobile screens. Do not add menus, weapons, ranged attacks, extra enemies, or features not described here.

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