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Arcade › Deathmatch Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. The God Damn Juggernaut Bitch built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deathmatch Arena yet. Play it, then tell The God Damn Juggernaut Bitch what you would add next.
Deathmatch Arena was built by The God Damn Juggernaut Bitch 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 Deathmatch 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 browser-playable first-person 3D survival shooter titled "Zero-G Arena" using Three.js or an equivalent WebGL engine. Build a dark futuristic circular arena viewed through an FPS camera: near-black navy background with fog, a broad low circular metallic floor, three concentric glowing blue/cyan torus rings laid flat around the arena, and twelve rectangular dark-metal cover pillars/blocks arranged around the outer perimeter. Add cool blue ambient, directional, and rim lighting with shadows and a subtle neon sci-fi atmosphere. Include a few static sci-fi double turrets around the arena (at approximately left, right, and rear positions) if an equivalent space-kit model is available; they are scenery and do not need to fire. The player is an invisible/object-style FPS avatar starting near the edge of the arena at position roughly (0, 1.1, 8), with a first-person camera and a small glowing pale-blue crosshair fixed at screen center. Implement keyboard movement with WASD and arrow keys, mouse look/aim, and Space jump using FPS controls with movement speed about 7, jump speed about 8, and downward gravity about -22. The player can fire by left-clicking: ray the shot along the camera's center aim direction, spawning a tiny bright cyan plasma sphere at the camera origin that travels forward quickly (about 26 units/second) and expires after about 1.2 seconds. Clicking the arena should capture the mouse aim in the normal FPS-control manner. The objective is to survive while destroying incoming machines before they reach the player. Start with four enemies and continue spawning enemies around the outer arena at random angles and distances of roughly 13–18 units, with a spawn interval that becomes slightly shorter as the wave rises (never below about 0.55 seconds). Each enemy is a simple blocky robot: a red/pink emissive-metal rectangular body about 1.1 x 1.6 x 1.0, with a small glowing orange/yellow rectangular eye/core on its front. Enemies move directly toward the player's horizontal position at speed approximately 1.2 + wave*0.12, rotate to face the player, and deal continuous contact damage when within 1.5 units (about 22 armor per second). Give each enemy 2 + floor(wave/2) hit points; each plasma hit removes one hit point and briefly enlarges the enemy as a hit reaction. Destroyed enemies award 100 points and disappear. Increase the wave whenever the score reaches a multiple of 500. End the game when armor reaches zero. Use a clean fixed HUD over the canvas. At the top, show three translucent dark navy rounded panels with thin blue borders: left "SCORE 0000" with zero-padded four-digit score, centered "WAVE 1", and right "ARMOR 100" (clamped at zero). Keep a centered thin white/cyan glowing plus crosshair. At the bottom center show the hint: "Click the arena to capture aim · destroy targets before they reach you" in small muted blue-gray text on a translucent pill. On initial load, show a centered dark translucent modal with a thin bright-blue border and soft blue glow, heading "ZERO-G ARENA", text "Survive the incoming machines.", controls text "WASD / arrows move · mouse aims · click fires · Space jumps", and a bright blue "DROP IN" button. Starting hides the modal, resets score to 0, armor to 100, wave to 1, clears all enemies and shots, places the player at the starting position, and spawns four enemies. While the game is active, clicking fires; clicking the arena before starting should start/reset it. When armor reaches zero, stop gameplay and show a centered modal reading "SYSTEM FAILURE", "The arena claimed you.", "Final score: [score]", and a bright button labeled "REBOOT". Reboot must reset all state and restart the encounter. Use Arial/Helvetica-like UI typography, uppercase labels with letter spacing, rounded corners, blue neon accents, responsive fullscreen canvas, and a nearly black #05070d palette. Preserve the sparse, moody sci-fi look shown in the reference: the arena floor and glowing rings are visible against blackness, with blue-lit edges and blocky silhouetted cover and enemies rather than a busy environment. Ensure the game has no extraneous menus or mechanics beyond movement, jumping, aiming, shooting, enemy pursuit/contact damage, score, waves, armor, start, and reboot.