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Friend Battlegrounds

  • 2.5d
  • fighting
  • arcade
  • local-multiplayer
  • retro
  • arena
  • threejs
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Braegan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Friend Battlegrounds yet. Play it, then tell Braegan what you would add next.

Make your own game

Friend Battlegrounds was built by Braegan 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 Friend Battlegrounds 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.

Read the build brief for Friend Battlegrounds

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.

Recreate a browser-playable arcade fighting game titled “Friend Battlegrounds.” Use a stylized 2.5D side-view arena rendered with chunky, simple 3D geometry and an orthographic camera: the fighters stand on a wide dark floor, with a large flat background, shallow depth separation, fog, bright directional/ambient lighting, and a fixed camera centered on the arena. The visual style is retro CRT/arcade: dark navy backgrounds, white panel borders, scanline overlays, Press Start 2P/Russo One typography, yellow title accents, blue-purple gradients, chunky block characters, bright hit text, particles/impact flashes, and optional camera shake. Do not use realistic textures; build fighters from box-like meshes with heads, torsos, hips, rectangular arms/legs, and a simple held weapon/prop. Animate subtle idle bobbing, leg movement, arm swings, blocking poses, hit recoil, knockback, jumping, and attack motion.

Start on a full-screen title menu with the large yellow “Friend Battlegrounds” title, the subtitle “Retro-style friend fighter — chunky sprites, slick hits, local versus, bosses, skins, and arcade chaos.”, a highlighted explanatory notice, and Play and Settings buttons. Settings must provide Master Volume, Show FPS toggle, Screen Shake toggle, and Mobile Controls toggle. Play opens mode selection with Single Player, Two Player, Training, and Boss Battle. Then provide character selection and map selection. The character screen must show six selectable fighters and their move/skin lists: Robbie (Red Jacket, Maid Dress, Blocky Noob; Sword Strike, Low Strike, Unicorn Attack), Eli (Gray Hoodie, White Stained; Beat It, Goon Slide, Final Goon), Michaela (Mouse Sweatpants, Hood Up; Phone Flash, Harper Throw, Storm of Cats), Xander (Hoodie; Stomp, Jake’s Magic Nugget, Sit On Them), Reagan (Default; Punch, Trumpet Toss, Friendship), and Soso (Tee + Jeans, Camo Pajama Fit; Oil Kick, Sprite Shot, Sprite Burst). Allow the player to choose a skin. In Single Player also choose Easy, Medium, Hard, Impossible, or God difficulty; in Two Player choose Player 2’s character; in Boss Battle choose one of the six bosses. The map screen must offer four background-only stages: Band Room, Robbie’s House, Lunchroom Table, and Back Door Woods. Each stage changes the backdrop/floor palette and large simple sign-like decoration panels: purple/blue Band Room, brown Robbie’s House, teal Lunchroom Table, and green Back Door Woods.

The fight is a one-round match with a 99-second timer. Each normal fighter has 100 HP and an ultimate meter from 0 to 100. Spawn Player 1 on the left and the opponent on the right, facing one another. In Single Player the right fighter is CPU-controlled according to the selected difficulty; in Two Player both fighters are human-controlled; Training uses a stationary Robbie dummy with no damaging attacks and should not defeat the player; Boss Battle uses a larger 1.55x version of the selected fighter with 180 HP, stronger attacks, and a full starting ultimate meter. Boss names/motifs are Oil Rival, Halo Goon, Cat Queen, Mega Xander, Rainbow Rage, and Fizz Titan, with dark/oily, halo/oil, cat, bruiser, rainbow, and soda-energy color treatments respectively. Show an entry banner such as “Robbie VS Eli,” with “Round 1,” and show “K.O.” plus the winner when a fighter is defeated or time expires.

Combat must have movement, jumping, a basic/light attack, a special attack, blocking, and an ultimate. Player 1 controls: A/D move, W jump, F basic, G special, H block, J ultimate. Player 2 controls: Left/Right move, Up jump, K basic, L special, semicolon block, apostrophe ultimate. Escape toggles pause during battle and returns/back behavior in menus; Enter confirms/opens Play from the title. Provide touch controls when enabled: directional pad on the lower left and ATK1, ATK2, BLOCK, and ULT buttons on the lower right.

Implement these combat values and recognizable move behavior: Robbie basic Sword Strike damage 9/reach 2.5, special Low Strike damage 7/reach 1.8/cooldown 1.2/knockback, ultimate Unicorn Attack damage 75; Eli Beat It damage 8/reach 2.2, Goon Slide damage 5/reach 4.6/cooldown 2.2 with slide behavior, Final Goon damage 75; Michaela Phone Flash damage 7/reach 3.3 with a brief blind/brightness effect, Harper Throw damage 12/reach 5.5/cooldown 1.5 as a projectile, Storm of Cats fires repeated cat projectiles for several seconds; Xander Stomp damage 6/reach 2.4 with stun, Jake’s Magic Nugget damage 5/reach 5.2/cooldown 10 as a projectile, Sit On Them damage 75; Reagan Punch damage 8/reach 2.1, Trumpet Toss damage 11/reach 5.1/cooldown 1.9 as a projectile, Friendship damage 75; Soso Oil Kick damage 9/reach 3.8 with slide behavior, Sprite Shot damage 15/reach 6/cooldown 20 as a projectile, Sprite Burst damage 50 with stun. Projectiles should be bright rectangular/box-like colored objects that travel horizontally and disappear on hit or after a short lifetime.

A successful hit builds the attacker’s ultimate meter by 6, while hitting a blocking defender builds it by 2. The ultimate can only activate at 100 and resets to zero after use; use a visible cooldown after activation. Blocking reduces direct damage to 25% and heavily reduces knockback, and display a blue “BLOCK” impact indicator. Normal hits display their damage in colored floating text, add hit-stun and knockback, and trigger a brief screen shake; strong attacks cause a larger shake. Prevent attacks during attack recovery, hit-stun, stun, or knockout. Clamp fighters within the arena boundaries, apply gravity and jumping, and make fighters automatically face the opponent. End the round when HP reaches zero; after a short K.O. banner, show a result overlay with winner, mode, Rematch, and Main Menu.

The battle HUD must stay visible over the arena: left and right health bars with fighter name, selected skin, and current/max HP; a second blue-purple ultimate meter beneath each health bar; centered mode label (“FRIEND BATTLEGROUNDS,” “TRAINING MODE,” or “BOSS BATTLE”) and countdown timer; optionally show FPS. Add synthesized arcade audio using Tone.js: looping synth/bass music around 132 BPM, and short beeps for jumps, hits, blocks, charge/use of ultimates, and K.O. Make volume affect the audio. Add subtle scanlines over menus/HUD and use white 3px/4px borders, dark translucent panels, yellow selected states, responsive grid menus, and mobile-friendly layout. Keep the game fully playable with no external art assets, using Three.js primitives, generated canvas labels/textures, and simple generated effects.

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