Arcade › Corner Store Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mehran karimi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Corner Store Clash yet. Play it, then tell Mehran karimi what you would add next.
Corner Store Clash was built by Mehran karimi 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 Store Clash 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 a playable 3D third-person arcade fighting game titled “Corner Store Clash.” Use Three.js-style real-time 3D rendering with a low-poly, stylized convenience-store interior. The camera is a slightly elevated over-the-shoulder perspective that follows the fight, positioned diagonally behind and to the side of the midpoint between the two fighters, looking toward their upper bodies. Use a 52-degree perspective camera, soft shadows, bright neutral overhead lighting, warm rim light, blue-gray atmospheric fog, and a pale blue-gray background. Arena: create a boxed-in corner store approximately 18 units wide by 14 units deep, with a gray tiled floor and dark grout lines forming a regular one-unit grid. Add light off-white walls on the back, left, and right sides and a low ceiling. Fill the store with dark navy/blue-black rectangular shelving racks arranged in two rows across the room: shelf units around x positions -6, -2, 2, and 6, with rows near z=-2.2 and z=2.0. Each rack is a tall rectangular block with several thin bright yellow/gold shelf-edge strips. At the back is a dark maroon checkout counter with a gold top and a transparent glass-like panel. Include cyan glowing cooler blocks at the rear-left and rear-right, a dark framed glass door at the back of the store with a gold handle, and simple red/pink glowing ceiling light bars and a red store sign with a cyan accent. Materials should be chunky and clean, with strong contrasting navy, gold, cyan, red, and gray colors. Characters: place the player fighter at roughly (-2.2, 0, 0.8), initially facing the opponent, and the rival at (2.2, 0, 0.8), initially facing the player. Use animated low-poly humanoid character models: the player is tinted red/dark red and labeled visually as “RED TANK”; the rival is a dark green/olive night-shift-looking character, with a cap/helmet-like silhouette, labeled “NIGHT SHIFT.” Add a flat six-sided red marker ring under the player and a gold/orange six-sided ring under the rival. The opponent should continuously rotate to face the player; the player should face the direction of movement. Core goal and rules: this is a one-round duel. Both combatants begin with 100 health. The player wins when the rival reaches zero health; the rival wins when the player reaches zero. On victory, freeze gameplay and show a dark translucent full-screen overlay with a centered dark panel and a “STORE KING” title plus “You owned the aisle.” On defeat, show “COLD FLOOR” plus “The rival took the register.” Include a prominent “RUN IT BACK” button that resets both fighters to their starting positions and restores both health values to 100. Movement: keyboard WASD (also allow arrow keys) moves the player freely around the store arena at speed about 3.4 units/second. Clamp player x between -6.8 and 6.8 and z between -4.1 and 5.1 so the player remains in the playable floor area. Movement switches the player to a walking animation; otherwise use idle unless blocking. The rival is AI-controlled: chase the player at about 1.1 units/second whenever farther than 2.25 units away, and when within attack distance periodically attack with a random interval of approximately 1.1 to 1.8 seconds. The enemy attack only operates within about 2.3 units and normally deals 9 damage to the player. Combat controls and exact attacks: provide both keyboard controls and touch/click action buttons. J triggers JAB, H triggers HOOK, K triggers KICK, B holds BLOCK, and SPACE triggers BURST. Also show the same controls as five stylized dark-blue hexagonal buttons in the lower-right corner: JAB/J, HOOK/H, KICK/K, BLOCK/B, and BURST/SPACE. Buttons should briefly scale and turn red when pressed. The player has a shared attack cooldown, so attacks cannot be spammed faster than their individual cooldown: JAB deals 8 damage with 2.2 range and 0.34 second cooldown; HOOK deals 13 damage with 2.4 range and 0.52 second cooldown; KICK deals 18 damage with 2.6 range and 0.75 second cooldown; BURST deals 27 damage with 3.1 range and 1.35 second cooldown. Each successful attack nudges the rival slightly backward. Use punch-like animation for jab, hook, and burst and a slash/kick-like animation for kick; use idle and walk animations for movement. If an attack is out of range, display “WHIFF.” Blocking: holding B or holding the BLOCK touch button sets a blocking state and displays “BLOCK.” While blocking, incoming rival attacks are reduced to 2 damage and show “GUARDED.” Player attacks while blocking deal only 25% of their listed damage, rounded up, and show “BLOCKED” when they connect. Add a brief floating combat/status message around the lower-middle/center of the screen for hits, blocked hits, whiffs, guarded attacks, and block state, with bold uppercase lettering and a dark text shadow. HUD: overlay a fixed interface over the 3D scene. At the top-left show “PLAYER · RED TANK,” a numeric 100 health value, and a skewed horizontal health bar using a red-to-dark-red gradient. At the top-right show “RIVAL · NIGHT SHIFT,” numeric health, and an orange-to-red gradient health bar. Bars should visibly shrink smoothly as health decreases. At the top center show a rounded dark badge with gold uppercase text “CORNER STORE CLASH · ROUND 1.” At the bottom-left show a translucent dark hint panel reading “WASD move · J H K attack · B block · SPACE burst,” with the key labels highlighted gold. Keep the action controls at lower-right and make the layout responsive for smaller screens, hiding the keyboard hint on mobile. Art direction: polished arcade UI over a stylized low-poly store, with dark navy shelving, gold shelf rails, cyan glass/coolers, red player accents, orange rival accents, tiled gray floor, crisp shadows, soft bloom-like emissive lights, and cinematic but readable framing. Do not add extra weapons, pickups, rounds, ranged attacks, inventory systems, or enemies; the visible gameplay is a close-range one-on-one fighter duel inside the store.