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Back Alley Slam

  • 2.5d
  • brawler
  • wrestling
  • belt-scroller
  • arcade
  • pixel-art
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. Dut H.C. built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Back Alley Slam was built by Dut H.C. 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 Back Alley Slam 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 Back Alley Slam

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.

Recreate a playable browser game titled “Back Alley Slam,” a 2.5D belt-scrolling wrestling brawler built with Three.js and crisp low-resolution/pixel-art presentation. Use an orthographic camera positioned in front of the action with a slight elevated angle: horizontal X is the side-scrolling direction and Z is the shallow depth lane, so this should read as a side-view arena rather than an isometric game. Keep the camera framing centered on the player and follow the player horizontally, with a subtle parallax background.

The setting is a dark, cool-blue arcade wrestling venue styled like an alley/street-fighting district: a large nearly black-blue textured floor with subtle speckles/scuffs, a bright blue rectangular wrestling mat in the center with a pale border, a pink circular emblem and small star decorations, and a full wrestling ring around it. The ring has four corner posts, pink turnbuckle pads, and three white ropes on all sides. Behind the back edge, show dark crowd stands made from chunky pixel-like rows of tiny spectators with varied blue, pink, green, yellow, and purple shirts, plus soft blue arena lights and a dark ceiling band. Add a dark back wall and a non-occluding front lane stripe. Use simple readable primitive 3D geometry for the environment, with billboarded 2D fighter sprites in front of it and shadows beneath fighters.

The player is a chunky 16-bit-style wrestler sprite: pale skin, bright blue torso and legs, dark blue trim/boots, black outline, simple square eyes, white wrist tape, and small highlights. Enemies use the same chunky sprite silhouette but wear vivid hot-pink outfits with dark maroon trim and black wrist/waist accents. Each fighter is a camera-facing transparent sprite plane with a dark circular ground shadow; flip the sprite horizontally according to facing direction. Keep character models readable and colorful against the dark environment.

Build three connected arena-like streets/areas named Street A, Street B, and Street C. Each area is a 36-unit-wide strip from X=-18 to X=18 and a depth lane from Z=-4.2 to Z=4.2. Start the player at approximately X=-12, Z=0 in Street A. Spawn 5 enemies in A, 6 in B, and 7 in C at varied X/Z positions. Enemies have 40 HP and simple close-range AI: they aggro when within about 9 units, chase the player while adjusting both X and Z, stop around punch range, and attack periodically with light or heavy attacks. They can be stunned, knocked back, thrown, whipped into boundaries, and briefly rebound from the ring edge. Do not let enemies overlap excessively with the player.

The core loop is to clear each street by defeating and then pinning every enemy. A normal or heavy attack reduces an enemy’s HP; when an enemy reaches zero HP it remains visibly downed for a limited time instead of disappearing. The player must approach a downed enemy and press L to pin it for about 2.45 seconds; successful pins mark enemies as finished/removed. Only after every enemy in the current street has been pinned should its gate unlock. Place a solid brown gate at X=18. If the player reaches the gate before clearing the street, display a locked-gate message; after clearing it, automatically transition to the next street, rebuild the arena, spawn that street’s enemies, and place the player near X=-15.5. Street C has no following gate: pinning every enemy there produces a victory message. HP reaching zero produces a defeat message. In either end state, R restarts the whole game.

Implement the exact controls and combat behavior: WASD or Arrow keys move in X and Z; left/right change facing, and up/down move through the depth lane. J performs a standard strike, with a stronger/heavier running strike if the player recently double-tapped left or right. K jumps, including a slightly higher jump while running, with gravity bringing the player back to the mat. L starts a pin on a nearby downed enemy, or cancels an active pin. Holding either Shift key blocks from the front, reducing incoming damage to roughly 20 percent and slowing movement. Double-tap left or right within roughly 240 ms to enter a short run state. Toward + J, when a live enemy is close, starts a grapple/clinch and locks the enemy in front of the player. While clinched, press J with a direction to perform the corresponding wrestling follow-up: left/right direction performs an Irish whip that sends the enemy toward the ropes and deals light damage; Up performs a backward-directed backdrop-style throw with knockback and damage; Down performs a heavier slam with less travel; neutral performs a regular throw. Show short combat messages such as “CLINCH!”, “WHIP!”, “BACKDROP!”, “SLAM!”, “THROW!”, “PIN!”, “Blocked!”, and “Oof!”. Use short input buffering so J/K/L presses feel forgiving.

Enemies should drop a spinning gold cash coin worth a random amount from $5 to 
4 when their HP reaches zero, and have a 25% chance to drop a red food/hotdog-like pickup that heals 10 HP. Pickups bounce slightly before settling and are collected when the player approaches them. The only shop is in Street B, positioned near X=-10 behind the lane at the back wall, represented by a dark green rectangular shop block and a yellow sign. Press E nearby to buy a hotdog for
0, subtracting cash and restoring 35 HP up to the 100 HP maximum; show messages for being too far away, lacking money, or already having full HP. Add a compact HUD in the upper-left using dark translucent rounded panels, pale text, and arcade display fonts. Always show “HP” with the current value (start at 100), “Cash $” with the current cash (start at 0), and “Street” with A/B/C. Under that, show temporary status messages. Include a persistent control strip reading: “Move WASD/Arrows”, “J Attack”, “K Jump”, “L Pin”, “Toward+J Grapple”, “←←/→→ Run”, “E Shop”, “R Restart”, and “(Click once to enable audio)”. Keep the UI non-blocking so it overlays the game. Add minimal synthesized arcade audio using Tone.js, unlocked on the first click or key press. Use triangle synth and membrane/drum tones for punches, heavy attacks, throws, coin collection, hurt, blocked hits, jumps, gate transitions, victory, and shop interactions, with basic throttling to prevent sound spam. Render at a reduced internal resolution scaled crisply to the window, preserve pixelated image rendering, and resize the orthographic camera to maintain stable vertical framing across aspect ratios. The overall feel should be a clean, readable, dark-blue 90s arcade wrestling/belt-scroller prototype with bright blue player, pink gangs, ring ropes, cash pickups, street gates, and wrestling-focused grapple-and-pin combat.

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