Arcade › Corner Punch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. goody0gang built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Corner Punch yet. Play it, then tell goody0gang what you would add next.
Corner Punch was built by goody0gang 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 Punch 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 arcade boxing game titled "Corner Punch" using Three.js. Show a single playable Round 1 in a square boxing ring from a high, slightly angled third-person perspective: the camera is above and in front of the ring, looking toward its center, with both fighters visible on a pale beige canvas. The world outside the ring is very dark purple, with fog fading into the background. Use soft warm lighting and cast shadows, including clearly visible long character and ring shadows on the canvas. Build the arena as follows: a dark rectangular floor beneath the ring; a light beige rectangular ring canvas about 18 by 14 units; four gold cylindrical corner posts at the corners; three horizontal bright red/pink ropes around all four sides at progressively higher levels; gold corner hardware/pads, with blue pads on the left-side corners and red pads on the right-side corners. Add a sparse row of small alternating red and blue cylindrical spectator-like shapes outside the ring on the far edges. Keep the playable bounds inside the ropes, approximately x=-3.5 to 3.5 and z=-2.4 to 2.4. Place two blocky humanoid boxer characters in the ring, initially facing one another near opposite sides of center. Load or create simple low-poly/blocky animated human models. The player is on the left, tinted cool blue/light blue, with blue boxing trunks and gloves plus gold/yellow waistband and boots. The rival is on the right, tinted pale red/pink, with red trunks and gloves plus gold/yellow waistband and boots. The models should have idle animation and left- and right-hand melee punch animations; after a knockout, play a die/fall animation if available and visibly rotate the defeated boxer down toward the canvas. Core gameplay is a one-round real-time boxing duel. Move the player with WASD or arrow keys using third-person movement; the player cannot leave the ring bounds. The player always faces the rival, and the rival continually faces the player. Punch with K for a left punch and L for a right punch (on mobile, provide/use a tap jump-style control that triggers a punch, matching the mobile hint). A punch has a short recovery/cooldown of about 0.52 seconds and costs 18 stamina; stamina regenerates at about 18 points per second up to 100. Punches only connect within roughly 2.15 units. On a hit, reduce rival health based on punch impact, briefly stun the rival, and apply a small knockback away from the player. The player’s moving speed can increase punch impact modestly. The rival AI should circle and approach the player while staying inside the ring, make a punch roughly every 1.15 seconds when close enough, deal damage and slight knockback, and briefly stun the player. The rival should vary its circling side and decision timing so its footwork is not perfectly fixed. Do not add weapons, projectiles, extra rounds, combos, or other invented mechanics. HUD overlays the game and remains readable on desktop and mobile. At the top center, show three horizontally arranged elements: a dark translucent rounded card on the left labeled "YOU" with a yellow border and a green-to-lime health bar; centered bold text initially reading "ROUND 1" and during play showing the round plus stamina, such as "ROUND 1 · STAMINA 82"; and a matching right card labeled "RIVAL" with an orange/red-to-yellow health bar. Both health bars start full at 100 and shrink smoothly as damage is taken. Near the bottom center, show a dark translucent pill-shaped hint reading "Move with WASD / arrows · Left punch K · Right punch L · Tap the jump button to punch on mobile" (the visible mobile presentation may use the actual jump button supplied by the controls system). Use white bold sans-serif text, yellow/gold card outlines, and subtle shadowing. When the rival reaches zero health, end the round with the rival knocked down and show a large centered message "KNOCKOUT — PRESS R TO RESTART"; when the player reaches zero, knock down the player and show "YOU GOT DROPPED — PRESS R TO RESTART". Change the center HUD label to "FINAL" after the round ends. Pressing R reloads/restarts the game. Render with antialiasing, soft shadows, warm hemisphere and directional lighting, a 45-degree-ish perspective lens, and a dark purple background/fog. Preserve the clean stylized low-poly look and the framing where the ring ropes create a strong red border around the canvas.