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Arcade › Toon Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. v2kdanny built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Toon Arena yet. Play it, then tell v2kdanny what you would add next.
Toon Arena was built by v2kdanny 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 Toon 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.
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 playable third-person 3D cartoon arena shooter titled “Toon Arena.” The player controls a stylized toon soldier carrying an AK, viewed from an over-the-shoulder camera that follows behind and above the character. The camera rotates horizontally with mouse movement and has limited vertical pitch; movement is relative to camera yaw. Build a compact square arena roughly 34 by 34 world units, enclosed by low barriers, with a bright light-blue sky/background and soft fog. The arena should look like a stylized city block: tiled industrial arena flooring, crossing road pieces, tall colorful commercial buildings around the perimeter, streetlights, orange construction cones, a yellow taxi and blue truck that function as cover, plus crates, barrels, brick walls, and large construction barriers distributed around the combat area. Use toon/cartoon 3D character and prop styling with strong readable silhouettes, bright colors, shadows, and a clean high-energy creator-battle aesthetic. The match begins on a dark translucent rounded-rectangle menu overlay. Show the large title “Toon Arena” and instructional text explaining that the player must survive four AI rivals, use cover, dodge and shoot, and press E near glowing pickups. Include a prominent yellow/orange rounded “Start Match” button. During play, show a HUD with the player health bar, a boost/status bar, remaining enemy count, and elapsed match timer. On touch/mobile layouts, show a large translucent virtual joystick at lower left and four large yellow circular buttons at lower right labeled ATTACK, SPECIAL, DODGE, and PICKUP. On desktop, use WASD or arrow keys to move, mouse to rotate/aim the camera, left mouse button to fire, right mouse button to fire the special blast, Space to jump/dodge, and E to collect nearby pickups. Support the same actions through the mobile joystick and buttons. Place the player at the arena center with 125 maximum health. Spawn exactly four AI rivals at the four diagonal positions around the center, using alternating toon enemy and hazmat character models; each carries a rocket launcher. Rivals have 70 maximum health, display red health bars above their heads, pursue the player, strafe and reposition based on distance, and fire automatically when within about 13 units and they have a clear line of sight. Obstacles block both movement and projectile line-of-sight. Enemies should navigate by simple direct pursuit: approach when far away, retreat if too close, and strafe around the player. Their projectiles are glowing red shots, with occasional special shots. The player’s standard attack fires a fast cyan/blue glowing projectile in the direction the character/camera is facing. It travels quickly, lasts about one second, deals 14 damage normally, and deals 22 damage while the player has an active boost. The special fires a larger bright magenta/pink projectile with a roughly 2.8-second cooldown (reduced to about 1.4 seconds while boosted), deals 34 direct damage, and causes splash damage to nearby enemies within about 2.25 units at 45% damage. Projectiles should disappear when they expire, leave the arena, hit an obstacle, or hit a character. Play short laser-like firing sounds and show additive spark effects on hits; special impacts use larger pink smoke/explosion-like puffs. Space/DODGE performs a short forward dodge and jump: briefly increase movement speed, move forward, apply about 0.32 seconds of invulnerability, and show a small smoke puff. Normal movement speed is about 6.2 units per second and dodge speed is about 13. Keep all characters inside the arena and prevent them from passing through cover. Animate characters with idle, run-with-gun, shooting, jump, hit reaction, and death animations when available. When damaged, briefly grant hit invulnerability; on death, play the death animation and make the defeated model sink slightly. Show a green health bar above the player and red bars above enemies. Add four floating, rotating, bobbing pickups: health pickups at approximately (-11,0) and (11,0), and boost pickups at (0,10.5) and (0,-10.5). The player must press E/PICKUP while nearby to collect one. A health pickup restores 45 health up to the 125 maximum. A boost pickup grants a 10-second boost that increases standard projectile damage and shortens special cooldown. Make pickups visibly glow/float, show green collection effects for health and pink effects for boost, and respawn each pickup after about 9 seconds at a new random position within the arena. The win condition is defeating all four rivals; the loss condition is reducing the player’s health to zero. On victory show a centered overlay reading “Victory!” with “You are the last one standing.” and a “Run It Back” restart button. On defeat show “Knocked Out!” with “The arena got you this time.” and the same restart option. Restarting resets the timer, health, player position, all enemies and their positions/health, projectiles, effects, pickups, and cooldowns. Use an accessible, polished HUD with dark navy translucent panels, white bold text, green health/status fills, and yellow/orange glossy action buttons consistent with the provided Toon Arena menu visual.