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Arcade › Corner Club
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Made by Ghostmane_xxx, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Corner Club was built by Ghostmane_xxx 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 Club 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.
Rebuild “Corner Club,” a compact 2D keyboard-controlled boxing game presented on a centered square 600×600 canvas. Use a fixed, straight-on view with flat, hand-drawn/vector-like characters and a minimalist neon boxing arena. The background is almost black (#05070b), with a very subtle teal radial glow, sparse tiny teal/yellow audience lights, five small warm hanging lamps across the top, and a perspective ring drawn mostly from thin mint and pink horizontal ropes, pale angled side ropes, and contrasting pink/teal corner pads. Keep the composition centered and uncluttered. The match is an underdog-versus-rival bout. Show the player from behind, centered in the foreground, with medium-brown skin, dark hair tied back, a dark sleeveless top with bright green racerback trim, green shorts, green gloves and shoes. Draw the rival facing the player in the middle distance: light skin, short dark hair, dark trunks, bare torso, and bright golden gloves. Use simple ellipses and thick smooth strokes for limbs and gloves, subtle bobbing animations, and a soft floor shadow. The characters stay essentially in place; convey punches and dodges with short animated leans/arm extensions rather than arena navigation. Start on a title screen showing the arena and both fighters behind large mint “CORNER CLUB” text and smaller pink “UNDERDOG BOXING.” Put a dark translucent rounded instruction panel across the lower middle with: “ARROWS dodge / guard ENTER punch,” a line explaining “Three 60-second rounds. Time your counterpunches,” a downed-player recovery tip, and a gold “Press ENTER to step into the ring” prompt. Press Enter to start. During play, display a top HUD with round number out of 3, a centered countdown clock, left green YOU health bar and right pink RIVAL health bar, each starting full, plus player/rival DOWN counts and a centered score. Keep small keyboard control reminders along the bottom. Use clear readable system sans-serif typography in pale white, teal, pink, and warm gold. Gameplay is a timing-based boxing duel. Enter throws a punch when the player is idle: most punches are jabs and occasionally a stronger hook. Animate the player leaning forward and extending a glove. Resolve a hit near the end of the punch animation; a jab deals 7 rival health and a hook deals 12, awarding 10 score per damage point. Show brief gold combat callouts such as “NICE JAB!” or “BIG SWING!” and flash the rival when hit. A rival reduced to zero health is counted as down, resets to full health, and triggers a “DOWN!” callout; three rival downs win immediately. The rival periodically telegraphs an attack: show a prominent gold exclamation mark and “INCOMING!” warning, then after a short windup strike. A hit costs the player 13 health and displays “BONK!” When the player’s health reaches zero, count a player down and show a dark bordered recovery panel reading “DOWN! GET BACK UP,” with a recovery meter and “MASH ANY ARROW + ENTER.” Require the player to mash arrow keys and/or Enter to recover; on rising, restore at least 25 health. Three player downs end the match. Left and right arrows perform short directional dodges; a dodge timed during the rival’s attack makes it miss, displays “WHIFF!” and awards 50 score. The bottom instruction also lists up arrow as guard and down arrow as pause; implement the shown pause behavior with down arrow, then let Enter or any arrow resume. The code’s active defense is the timed left/right dodge; do not invent movement, blocking effects, items, or extra attacks. Each of three rounds lasts 60 seconds. At the end of rounds one and two, show a brief “REST / NEXT ROUND SOON” intermission, then start the next round with timer and both health bars refilled while retaining score and downs. After round three, show a result overlay over the ring and HUD with final score and Enter rematch. If the rival has been knocked down three times, display “UPSET!” and a celebratory line; otherwise show “BELL SAVES THE RIVAL” and a distance-fought line. Also end immediately on the player’s third down. Keep transitions and callouts restrained, preserve the fixed symmetrical arena framing, and match the screenshot’s dark, neon-accented arcade presentation.