Arcade › DEMO
Unfinished aka a demo for unrealistic graph
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ta'mijay Robinson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about DEMO yet. Play it, then tell Ta'mijay Robinson what you would add next.
DEMO was built by Ta'mijay Robinson 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 DEMO 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-playable 3D one-on-one wrestling/brawler demo called “DEMO” (author blurb: “Unfinished aka a demo for unrealistic graph”), using Three.js-style primitive 3D graphics and a responsive HUD. The game is a single timed ROUND 1 match between the human fighter labeled “YOU” and an AI opponent labeled “IRON CROC.” Scene and camera: Render a dark theatrical wrestling arena from a slightly elevated perspective camera looking toward the ring. The ring is a square, thick charcoal-gray platform with a subtly checker/striped textured surface, surrounded by a larger nearly black apron and circular dark floor. Put four metallic corner posts at the ring corners, alternating silver and glowing red/pink corner materials, with three pink/red ropes around the ring at low, middle, and high levels. Beyond the ring, add very dark blocky spectator stands on all four sides, rails, many small gray faceted crowd-head shapes, and a raised billboard reading “SLAM” over “BRAWL” in bright pink/red/orange. Use moody ambient lighting, a white key light with shadows, blue fill, pink rim lighting, black/dark-gray environment, fog, and occasional camera shake on impacts. Keep the camera following the midpoint of the two fighters while maintaining both fighters in view. Fighters: Build both wrestlers from simple low-poly/primitive meshes: capsule/box torso and chest, cylinder limbs with joint pivots, sphere head, capsule-like hair, brow, gloves/hands, belt, and boots. Place the player initially near the front side of the ring and Iron Croc opposite near the back, facing each other. The player uses a light skin tone, dark brown hair, bright blue trunks, yellow/gold chest accent and belt, and dark blue boots. Iron Croc uses a darker tan/brown skin tone, black hair, very dark trunks, green accent/chest detail, and dark reddish boots. Give them idle breathing/guard animation, walking leg swings, animated punches/hooks/grabs, hit recoil, squash/stretch, knockdown pose, and orientation toward the opponent. Core gameplay: The objective is to reduce the opponent’s 100 HP to zero before your own HP reaches zero or the 99-second round timer expires. If time expires, the fighter with more HP wins; equal HP gives a draw. When someone wins, show a large center banner “YOU WIN!”, “IRON CROC WINS”, or “DRAW!” with “Press ENTER to rematch.” Start with a brief center banner reading “SLAM BRAWL 26” and “ROUND 1 — FIGHT!” then hide it. Press ENTER to reset both fighters, HP, stamina, timer, and positions. Controls: Desktop keyboard: WASD (also arrow keys) moves the player around the ring; J performs a light jab/punch; K performs a heavy hook; L attempts a grapple; hold SPACE to block. On mobile, show large translucent circular touch controls: a four-button directional pad at lower left with up/down/left/right triangles, and action buttons at lower right labeled JAB, HOOK, GRAB, and BLOCK. The mobile layout should match the screenshot: black background, gray outlined movement circles, pink/red JAB, orange HOOK, purple GRAB, and gray BLOCK. Hide the mobile pad on wider desktop screens and show a small bottom-left hint: “WASD move · J light · K heavy · L grapple · SPACE block · ENTER restart.” Combat rules and feel: Light jabs cost 6 stamina, deal 6 damage, reach about 1.5 units, and have a short windup/recovery. Heavy hooks cost 18 stamina, deal 15 damage, reach about 1.7 units, have a slower windup/recovery and stronger knockback. Grapples cost 12 stamina, reach about 1.4 units, and on success pull both wrestlers into a clinch. After a successful grab, pressing the heavy-hook input performs a slam: lift/crash animation, about 22 damage, strong knockback, knockdown pose, large orange impact sparks and camera shake. A grab that is not followed by a slam releases after roughly 1.1 seconds. Attacks only connect when close enough and generally facing the opponent. Blocking reduces incoming non-grab damage to about 20%, gives a small stamina benefit, and produces blue blocked-hit sparks. Successful impacts create orange/yellow square particle bursts, hit recoil, knockback, rope/corner flash when a fighter is pushed near the ropes, and camera shake. Clamp fighters inside the soft rope boundary rather than allowing them to leave the ring. HUD: Overlay the game UI directly over the 3D scene. At the top left, show “YOU” in bold white uppercase, a wide red HP bar, and a thin green stamina bar below. At top right, show “IRON CROC” right aligned with mirrored red HP and green stamina bars. Center the top timer, initially “99,” with “ROUND 1” below it. HP bars should visibly shrink from the correct side as damage is taken; stamina bars should regenerate over time and decrease when attacks are used. Preserve the stark screenshot presentation: HUD and controls remain visible over a mostly black/dark arena, with bold white type, red health, green stamina, and colored action buttons. Make the game responsive to portrait/mobile dimensions and desktop dimensions.