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Starbreak Arena

  • 3d
  • fighting
  • arena
  • anime
  • action
  • browser
  • cinematic
0
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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. Nikola Gjika built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starbreak Arena yet. Play it, then tell Nikola Gjika what you would add next.

Make your own game

Starbreak Arena was built by Nikola Gjika 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 Starbreak 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 Starbreak 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 browser-playable 3D anime-inspired arena fighting game titled “Starbreak Arena.” Use a dark navy/black cinematic presentation with bright cyan, violet, gold, and orange energy accents. The game should open on a full-screen title menu with a subtle radial blue glow and a centered rounded rectangular card: eyebrow text “ORIGINAL ANIME ARENA FIGHTER,” large gradient title “STARBREAK ARENA,” subtitle “Charge your core, launch skyward, and break the battlefield in a cinematic duel.”, and buttons “Start Battle” and “How to Play.” The How to Play button expands the text: “Move with WASD or the on-screen pad. Punch, fire an energy beam, jump/fly, and transform when your core is full.”

Clicking Start Battle opens a fighter selection screen with the same dark card styling. Show three selectable fighter cards with glowing orb artwork and labels: ASTRA — “Balanced striker” (selected by default, cyan), ROOK — “Heavy breaker” (orange), and NYX — “Swift lancer” (purple). Include an “Enter Arena” button. The selected fighter is represented by a stylized low-poly humanoid 3D character loaded from an animated character model; use distinct selectable identities, with Astra as the default. The opponent is a humanoid “VOID CHALLENGER.”

On entering combat, switch to a perspective 3D camera viewing a broad circular raised arena in a mostly side-on fighting composition. The camera is positioned in front of the arena and tracks/interpolates toward the midpoint between the two fighters, while allowing vertical framing as fighters jump. Set a dark blue-black foggy sky/backdrop, with a large circular/cylindrical platform, a thin glowing cyan ring around its top, and eight evenly spaced chunky low-poly pillars around the perimeter in alternating muted blue and burgundy colors. Add a sparse field of tiny cyan and golden floating lights in the distance. The initial arena is the “SKY TEMPLE,” with HUD text “ROUND 1 · SKY TEMPLE.” Use soft hemisphere lighting, warm directional sunlight/shadows, cool rim lighting, fog, and an understated cinematic bloom/emissive look.

Place the player on the left and the opponent on the right, facing one another. The player begins with 100 health and 35 core/ki energy; the enemy begins with 100 health and 80 displayed ki. Show a combat HUD over the 3D view: player and enemy names at the top left/right, large rounded health bars (player red-to-yellow, enemy cyan-to-purple), and thin ki bars below them. The player name should read ASTRA, ROOK, or NYX based on selection and append “ · ASCENDED” after transformation. Center the top HUD with the round label. Show temporary floating notifications such as “DIRECT HIT,” “GUARD BREAK,” “BEAM IMPACT,” “TRANSFORMED,” “VICTORY,” and “DEFEAT.”

Implement these controls and rules exactly: A/D or left/right arrow keys move horizontally; W/up or Space jumps/flys. The player is constrained to approximately x=-8..8 and the arena floor is y=0; gravity pulls airborne characters down. A jump starts with upward velocity and a further jump while airborne gives a smaller upward boost. J performs a punch if the player is not already attacking: it has a short cooldown/attack duration, restores 7 ki, plays a punch animation and sound, and if the opponent is within roughly 2.6 horizontal units and 2.2 vertical units, deals 10 damage, or 14 damage after transformation. K fires an energy beam if the player has at least 28 ki and is not already firing: consume 28 ki, create a bright horizontal cyan beam projectile traveling toward the opponent, and on impact deal 25 damage. L transforms once when the player has at least 65 ki: consume 65 ki, enter an “ASCENDED” state, scale the character up slightly, increase movement speed, change beam color to gold, and show a brief full-screen flash and dramatic cutscene overlay titled “CORE ASCENSION” with subtitle “Astra enters the radiant state.” Core energy passively regenerates at 5 per second, capped at 100.

The AI opponent should periodically approach the player or attack. When within about 3 horizontal units it performs a punch; a successful close hit within 2.7 horizontal and 2 vertical units deals 7 player damage and shows “GUARD BREAK.” Keep the opponent within approximately x=-7.5..7.5. Both fighters should use idle, walking/running, punching, jumping, and one-handed shooting animations where available, with smooth transitions. Play a looping low-volume battle music track and short attack sound effects after user interaction.

Punches should damage the nearest arena pillar, and each pillar has two hit points. On destruction, visibly squash/lower the pillar and spawn several small glowing debris cubes that fly outward and fall under gravity before disappearing. The arena should feel destructible but remain otherwise open; do not add weapons, pickups, extra enemies, or unshown menus.

When combat starts, briefly show a centered cinematic overlay with title “SKY TEMPLE” and subtitle “A challenger descends from the broken moon.” Fade it away quickly. If enemy health reaches zero, stop combat and show “ARENA CLEARED” / “The temple survives — barely.” plus “VICTORY.” If player health reaches zero, stop combat and show “CORE SHATTERED” / “Press R or tap Restart to return.” plus “DEFEAT.” Press R after either result reloads/restarts the game. Provide mobile/touch controls along the bottom: left, up, and right movement buttons, plus JUMP, PUNCH, BEAM, and CORE action buttons. Keep the visual style polished, minimal, and cinematic: rounded translucent HUD panels, gradient buttons, glowing energy bars, low-poly animated fighters, and a dark sci-fi fantasy temple arena.

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