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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 Korean-language 3D arena boxing game titled “뚱뚱한 아저씨 파이트” (“Fat Man Fight”). Use a dark near-black purple background/fog and a warm stylized low-poly look. The play space is a circular elevated fighting ring: a broad orange/tan circular floor on a darker reddish-brown cylindrical base, surrounded by 12 dark wooden posts and three glowing golden-orange ropes at roughly ankle, waist, and chest height. Add soft shadows, warm directional sunlight, and ambient cream/purple lighting. Place three decorative junk objects around the ring edge—a green bottle, a silver trash-can lid, and a rusty plank—although they do not need to be mechanically usable; they are environmental props shown around the perimeter. The game is a close-range one-on-one fight between two stocky adult men. The player is labeled “PLAYER · 배 나온 농부” (pot-bellied farmer) and should use a farmer-style male 3D character; the opponent is labeled “CPU · 동네 아저씨” (neighborhood man) and should use a casual male 3D character. Use loaded low-poly humanoid models with idle, run, punch, and hit animations, enlarged slightly to give them a chunky appearance. Start the player on the left side of the ring around (-1.5, 0, 0), facing the opponent, and the CPU around (1.5, 0, 0). Keep both fighters within the central roughly 8-by-8 playable area. The camera is a perspective camera positioned at/near the player’s position at about 1.6 units high, with a close first-person/over-the-shoulder arena view; allow dragging on the canvas to rotate yaw and pitch. The pitch should be constrained so the player can look around the ring without flipping the view. The visible presentation should match the attached screenshot: the ring fills most of the screen, with the two men near the center and a large HUD overlaid on top. Core mechanics: move the player using WASD or the arrow keys relative to the current camera heading, at about 2.7 world units per second. Clamp player horizontal position to approximately x/z -3.9 through 3.9. Press SPACE, or hold/tap the large mobile “펀치!” button, to punch. A punch has a 0.55-second action/cooldown window and deals 8 damage if the opponent is within 1.55 units. Trigger the punch animation and a brief hit reaction when a hit connects. The CPU automatically chases the player at about 1.25 units per second until within 1.25 units, then attacks every 0.8 seconds; each CPU attack has a 72% chance to deal 8 damage and trigger the player’s hit reaction. Both fighters begin at 100 health. When either health reaches zero, stop gameplay and show a centered dark result overlay: on player victory display “승리! 배 나온 주먹이 통했다”; on defeat display “패배… 아저씨의 체력이 부족해”. Include a “다시 싸우기” restart button that reloads/starts a new fight. Build the HUD as fixed HTML/UI over the 3D canvas. At the top left, show a dark translucent rounded card with gold border containing the gold title “뚱뚱한 아저씨 파이트”, the smaller label “PLAYER · 배 나온 농부”, and a 150px health bar with a green-to-yellow gradient. At the top right, show a matching card titled “상대방”, label “CPU · 동네 아저씨”, and a red-to-orange health bar. Health bars should visibly shrink from 100% as damage is taken. Center near the top, show a dark translucent rounded instruction pill reading exactly: “WASD / 방향키 이동 · 드래그로 시점 회전 · SPACE 펀치 · 링 주변 쓰레기 무기 · 먼저 0으로 만들면 승리”. At the bottom left, provide a translucent four-direction mobile D-pad made from rounded square buttons arranged as up, left, down, right, with white triangle icons. At the bottom right, provide a large circular red-brown punch button with a gold outline and the text “펀치!”. Make touch buttons prevent scrolling and support held movement; support mouse/touch drag on the canvas for camera rotation. Use rounded dark-purple panels, gold accents, responsive full-screen layout, and hide overflow so it works as a mobile-friendly browser game. Keep the overall tone playful, arcade-like, and visually faithful to the screenshot rather than adding menus, weapons, score, lives, or other systems not present.