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Arcade › Corner Bell
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Corner Bell was built by Med Ln 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 Corner Bell 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-based 3D click-to-fight boxing game titled “Corner Bell.” Use a dark, polished arcade UI and a fixed third-person/front-facing camera looking into a small boxing ring. The scene should be rendered in Three.js (or equivalent WebGL): dark navy background with subtle fog, a burgundy/maroon ring floor, three horizontal gold ropes at the front and back, and gold corner posts. Light the fighters with a warm key light and cool blue rim light. Show two simple stylized humanoid fighters in the ring, viewed from the front: the player stands on the left in a blue top and dark pants, facing right; the rival stands on the right in a red top and dark pants, facing left. Use humanoid character models with idle, attack, block/holding, dodge/emote, rest, and defeat animations when available. Keep the camera mostly static, with both fighters centered in the arena and the HUD layered over the scene. The game is a three-round boxing exchange. The player must win two rounds to take the belt. Each round starts with both fighters at 100 HP, player stamina at 100, rival guard at 100, combo at 0, and a 60-second timer. Display a header titled CORNER BELL with the subtitle “Click-to-fight boxing,” plus small Round and Combo pills. In the arena HUD, place the player card at upper left labeled “YOU · SOUTHPAW,” with a red HP bar and a gold/yellow stamina bar; place a centered dark rounded timer panel showing the remaining time and “ROUND 1 / 3” (updating by round); and place the rival card at upper right labeled “RIVAL · THE WALL,” with a red HP bar and a gold/yellow Guard bar. Use rounded dark panels, thin blue-gray borders, uppercase bold typography, and responsive layout. Below the arena, provide eight large responsive action buttons in a 2-column mobile grid and 4-column desktop grid. Buttons are color grouped: red/dark-red attacks, blue defensive moves, and gold/brown utility actions. The actions and keyboard shortcuts are: 1 Jab — fast; costs 8 stamina, deals 8 base damage and 5 guard damage. 2 Cross — power; costs 16 stamina, deals 15 base damage and 10 guard damage. 3 Hook — guard breaker; costs 20 stamina, deals 18 base damage and 24 guard damage. 4 Block — costs 3 stamina and reduces the next incoming hit to 32% damage when the rival attacks. 5 Dodge — costs 10 stamina and completely evades the next incoming hit. 6 Uppercut — big damage; costs 28 stamina and deals 27 base damage and 16 guard damage. 7 Taunt — costs no stamina, immediately recovers 22 stamina, reduces rival guard by 12, and displays a message that stamina surges. 8 Recover — costs no stamina, recovers 34 stamina, but leaves the player vulnerable to the rival’s swing. Support both pointer/touch clicks and keyboard keys 1–8. Ignore repeated keydown events. Show button subtitles such as Fast, Power, Guard breaker, Reduce damage, Evade next hit, Big damage, Recover stamina, and Catch your breath. On offensive attacks, subtract stamina first. If the rival has guard, absorb part of the attack based on the attack damage, current guard, and attack guard value, then reduce rival guard by the move’s guard damage; apply the remaining damage to rival HP. Consecutive Jab, Cross, and Hook attacks increase a combo counter; attacks in a combo of 3 or more deal 18% extra damage. Reset combo to zero for non-combo actions. If stamina is insufficient, do not perform the move and show a temporary centered toast reading “Too tired” with the hint “Use Recover or Taunt to refill stamina.” Stamina passively regenerates at about 4.5 per second, while rival guard regenerates at about 2.5 per second during an active round. Have the rival act automatically roughly every 0.55–1.3 seconds, randomly selecting block, hook, cross, or jab. Rival attacks should play an attack animation and deal 15 damage for hook, 11 for cross, or 8 for jab. If the player’s last action was Block, reduce that damage to 32%; if it was Dodge, deal zero damage and show a “Clean slip” toast. After an incoming hit, reset the player pose to idle. A normal hit should flash the affected fighter briefly and show a centered temporary message such as “You got tagged” with “Press Block or Dodge before the next swing.” Display short-lived centered combat feedback toasts over the arena, including “Round 1” at round start with “Tap an action to start the exchange,” “Guard up,” “Slip!”, attack names with damage dealt (and combo multiplier where applicable), “Taunt landed,” and “Catch your breath.” The toast should be a dark translucent rounded rectangle with a thin border and fade/slide in and out. A round ends when either HP reaches zero or the 60-second timer expires; on timeout, award the round to the fighter with more HP. On player victory, play a celebratory player animation and rival defeat animation. Show a centered dark overlay card with “ROUND WON” and “You found the opening. Get ready for the next round.” For the second player round win, show “BELT WON” and “The crowd is on its feet. You take the belt.” On defeat, play the player defeat animation and rival celebration, and show “KNOCKED DOWN” with “The rival found your chin. Reset and try a tighter defense.” Include a red “Fight Again” button. If the player has won one round but not two and the enemy was defeated, the Fight Again control should advance to the next round; otherwise it resets the match to round 1. Also support pressing R after a finished game to restart. Add a footer stating “Click an action or use keys 1–8” and “Win 2 rounds to take the belt.” Ensure the game is playable on desktop and touch screens, with responsive sizing and a compact dark visual style matching the screenshot.