About HARENA

HARENA is a playable proof-of-concept.

I built it fast with the help of an AI coding assistant (Claude) to get my ideas out of my head and into something I could actually click around in. The whole thing is a single self-contained web build, and all the visuals are procedurally generated placeholder art — low-poly blocky gladiators, simple geometric arenas, programmer-art UI. It's deliberately rough. None of the art is meant to be final; it's there to test whether the systems are fun, not to look pretty.

The loop I'm prototyping: you run a gladiator house — buy fighters, drill their stats in a 3D training yard while coin drains away, forge and equip weapons, heal them between bouts, then send them into 3D arenas (the slum Pits → Small Colosseum → gold-trimmed Grand Colosseum) where losing all your gladiators or going into debt can end your run. There's a global leaderboard so houses from real players rank against each other by fame.

Why it's here: I wanted to feel the mechanics before committing real time to them. If the core ideas hold up, my plan is to rebuild it properly — most likely a full version in Unity with real art, animation and audio. So think of this as a rough sketch of a game I might actually make, and a way to find out which bits are worth keeping.

Feedback is genuinely welcome — especially "this mechanic is fun" / "this one isn't." That's exactly what I'm trying to learn from this build.

Want to see more? My fully-built games (and others in development) are showcased on my website - follow the link: Little Limp Games — Whimsical worlds, made small

— Little Limp Games

Development log

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