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Arcade › Frost Ring
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jose Castillo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frost Ring yet. Play it, then tell Jose Castillo what you would add next.
Frost Ring was built by Jose Castillo 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 Frost Ring 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 first-person anime-style MMA duel called “Frost Ring.” The player stands inside a stylized boxing ring and faces a single original white-haired female rival at the far side, viewed through a 72-degree first-person camera. Show the player’s forearms and dark blue gloves at the bottom of the view; when kicking, briefly show a raised leg and light-blue boot; when blocking, bring the arms inward and display a translucent icy-blue arc-shaped block shield. Attacks can also show a translucent pale-blue anime strike arc. The opponent should be a simple toon-shaded animated woman with white hair including a side ponytail and bang, sky-blue eyes, a sky-blue sports top and shorts, and otherwise warm skin-colored body materials. Use a CC0-style modular humanoid with animation support, with idle, left/right kick, hit-receive, guard/interact, death and wave animations if available. She continuously shifts slightly left/right and forward/back with footwork. Build a square boxing ring: pale canvas on top of a dark navy platform, a small glowing/frost-blue circle logo on the canvas, four dark-blue corner posts, and three horizontal ropes on each side at roughly low, middle, and high heights. Make the middle rope white and the others bright icy blue. Surround the ring with sparse dark navy capsule-like crowd silhouettes. Use a bright cyan-blue background/fog, cool anime lighting, toon materials, soft shadows, a white directional key light, pale hemisphere light, and a blue rim point light. Combat is a short real-time timing duel. Start on an overlay card with the title FROST RING and the exact instructional idea: “First-person anime MMA in a boxing ring. Your white-haired rival uses footwork and kicks only — watch the windup, hold block, then counter.” Include a START FIGHT button. On start, reset both fighters to 100 health, start ROUND 1, hide the overlay, play a bell, and show “Fight! J punch, K kick, hold L to block.” The opponent AI waits, then randomly chooses: about 52% a left or right kick, 26% a temporary guard, or an idle opening. Before each kick, show the message “Incoming kick — BLOCK!” and animate a 0.55-second windup; resolve the kick near the end of the windup. A blocked kick deals 5 damage and preserves the combo, while an unblocked kick deals 18 and resets the combo. Tell the player “Blocked the kick. Counter now!” or “Kick landed! Hold block during windup.” Guards last briefly and reduce incoming player strike damage. Player controls: J or the on-screen PUNCH button performs a fast punch lasting about 0.34 seconds, costs 10 stamina, and deals 10 base damage plus a small combo bonus; K or KICK performs a slower 0.52-second kick, costs 18 stamina, and deals 20 base damage, with guard damage reduced to about 32%. Do not allow strikes while another action is active or while blocking. Holding L or holding the on-screen BLOCK button raises the guard; blocking regenerates stamina when not held, up to 100. The opponent’s guard reduces incoming damage, and successful hits briefly flash the opponent icy blue, play a punch impact sound, and cause slight camera shake; use a lighter impact for guarded hits. Landed attacks should message “PUNCH landed!” or “KICK landed!”, while guarded attacks say “PUNCH clipped her guard.” / “KICK clipped her guard.” Increase combo after player strikes, capped for the bonus at four. Health reaching zero ends the fight: on victory show “You win by stoppage!”, bell, rematch overlay, and a death animation; on defeat show “Knockdown! Tap Start to rematch.”, bell, rematch overlay, and a wave animation. Include an R key restart/rematch. HUD is fixed over the 3D scene. At the top, put two bordered horizontal health meters with the player meter on the left filled by a cyan-to-blue gradient and opponent meter on the right filled by a pale-pink-to-sky-blue gradient; center them with a dark translucent ROUND 1 label. Beneath it, center a rounded dark translucent message pill with icy border. At the bottom center, provide three large dark translucent buttons with white borders labeled PUNCH / J, KICK / K, and BLOCK / Hold L; make the block button visibly active while held. Add small lower-left help text: “Keyboard: J punch · K kick · L hold block · R restart”. Make the overlay and HUD responsive for mobile, with touch buttons active even though the general HUD is click-through. Use HTML/CSS/Three.js modules, responsive resize handling, capped pixel ratio, preserved drawing buffer, shadows, and simple impact/bell audio that can be triggered by user interaction. Implement a continuous animation loop and expose getGameState/setGameState hooks for health, stamina, action, blocking, opponent timing, and current message.