Skip to content

Arcade › Slash Arena

Slash Arena

  • 3d
  • third-person
  • melee
  • survival
  • arena
  • low-poly
0
Remix it Discord

6 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ballony Corp built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Slash Arena yet. Play it, then tell Ballony Corp what you would add next.

Make your own game

Slash Arena was built by Ballony Corp 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 Slash 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 Slash 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 simple third-person 3D melee survival arena game titled “Slash Arena.” Use a Three.js-style WebGL presentation with a perspective camera following the player from behind and above, with mouse-look/orbit control. The scene is an open square grassy arena: a flat dark green 42-by-42 ground plane, muted green sky/background, and light fog that fades the distance. Add directional sunlight, soft shadows, and hemisphere fill lighting. Surround the playable area with a loose circular boundary of 8 stylized trees; scatter several low-poly stones and small grass-patch props across the inner arena. Keep the visual style low-poly, sparse, and subdued, matching the screenshot: green environment, simple gray humanoid player, and strong soft shadows.

The player is a gray humanoid 3D character loaded from the provided animated asset “assets/Animation_walk_idle_run_sl.glb,” scaled up and initially positioned at the arena center, facing forward. Use its available idle, walk, run, slash, and hurt animations when present, with sensible fallbacks by animation index if names differ. Blend between idle and movement animations, play slash during attacks, and play hurt briefly when damaged. The player cannot jump. Support WASD movement through third-person controls, with a normal move speed around 5.5 and faster running around 9.5; keep the player inside a circular radius of about 13.5 units. Mouse movement controls the camera look, and the camera follows at roughly 5.5 units distance, zoomable between 3 and 9 units.

The core mechanic is close-range directional slashing. Let the player attack with left-click on the canvas or Space (also accept F), with a 0.6-second attack cooldown/attack window so attacks cannot be spammed continuously. On each slash, check a point about 1.8 units in front of the player and hit every enemy within 2.8 units of that attack point. Each hit deals one damage; enemies have one health, so a successful hit defeats them. Face the attack direction based on the player’s forward orientation.

Spawn hostile simple low-poly red enemies around the arena, away from the player. Each enemy is a basic humanoid assembled from primitive meshes: a dark-red cylindrical torso, darker-red spherical head, and two darker-red angled cylindrical arms. Enemies have one health and randomly move at approximately 2.8–4.0 units per second directly toward the player, turning to face the player. Begin with 3 enemies. Maintain no more than 5 simultaneous enemies, and periodically spawn another enemy roughly every 2.4 seconds, initially after about 2.8 seconds; reduce the interval slightly as kills increase, down to a minimum reduction of about 1.4 seconds. When an enemy gets within 1.6 units of the player, inflict 18 damage and push that enemy away from the player. Continue until the player dies or defeats 8 enemies.

Add a minimal fixed HUD in the upper-left in white text with a dark shadow: “Score: 0” and “Health: 100,” updating during play. Award 50 points per kill, with score equal to kills times 50. At the bottom center show the controls text: “WASD: move • Click canvas or Space: slash • Mouse: look”. When health reaches zero, stop gameplay and show a centered dark translucent game-over panel reading “Game Over,” “You were defeated.”, the score and kills, and “Press R to play again.” When the player reaches 8 kills, stop gameplay and show a centered victory panel reading “Victory!”, “You defeated 8 enemies!” (or the actual kill count), the final score, and “Press R to play again.” Press R after either ending to remove all enemies, reset health to 100, score and kills to zero, reset the player to the center, restore idle animation, hide the panel, and respawn 3 initial enemies. Render at the full browser viewport with responsive resizing and no visible debug overlays.

More free browser games

Browse the whole Arcade →