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Arcade › KAWZ BRAWL
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Uncxnsiderate built it with Cinevva, so it works on a phone or a tablet too.
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KAWZ BRAWL was built by Uncxnsiderate 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 KAWZ BRAWL 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 3D local two-player fighting game titled “KAWZ BRAWL” using a fixed side-on arena camera and Three.js-style rendering. The match takes place on a compact urban Companion Street/alley stage: a wide gray street floor, dark gray back wall and foggy blue-gray atmosphere, with low concrete barriers at the far left and right, dumpsters, building facades at both sides, glowing teal windows and neon trims on the left, pink windows and neon trims on the right, overhead beam lighting, yellow lane markings, and street signs reading “COMPANION STREET” and “KAWZ BRAWL.” Include additional street/camp dressing such as house/tower silhouettes, tent, barrels, fences, police/race cars, campfire pit, chest, signpost, and side spectators; spectators should subtly bob/cheer. Use simple low-poly/blocky character visuals with shadows and warm/cool urban lighting. The camera is a perspective camera positioned in front of the fighters, looking across the horizontal fighting lane, and gently follows the midpoint between them while keeping both fighters visible. Begin with a full-screen dark character-select overlay. Show the KAWZ BRAWL title, the subtitle “Choose who enters the street fight,” a wide 3D preview strip, two selected-character panels labeled PLAYER 1 and PLAYER 2 with a large VS marker and stylized portrait canvases, then two fighter grids. Provide six selectable fighters: KAWS Companion, BFF, Character D, Character F, Swat, and Soldier. Default selections are BFF for Player 1 and KAWS Companion for Player 2. Give each character a distinct color/accent treatment: KAWS Companion gray with brown accent, BFF pink with dark pink accent, Character D blue, Character F orange, Swat dark gray with original-style materials, and Soldier olive with original-style materials. Selecting a fighter updates the grid highlight, selected name, portrait, and 3D preview, with a brief pulse/flash. A START BRAWL button hides the overlay and starts the fight. The actual match is a 2D horizontal fighting game represented in 3D. Spawn the two fighters around x=-4.5 and x=4.5 on the ground, facing inward toward each other. Constrain horizontal movement to approximately -11 through 11 and prevent fighters from overlapping closer than about 1.35 units. Player 1 controls: A/D move, W or Space jump, I punch, O kick, P special, S block. Player 2 controls: Left/Right move, Up jump, 1 punch, 2 kick, 3 or 4 special, Down block. Movement is responsive with acceleration-like velocity and friction; jumping has gravity and a strong upward impulse, and fighters can attack while airborne but blocking is grounded. Each fighter starts with 100 health and a three-unit special meter. Punches have short range (about 2.15), deal 8 damage, and use a roughly 0.38-second cooldown. Kicks have slightly longer range (about 2.5), deal 14 damage, and use a roughly 0.52-second cooldown. Attacks only connect when the attacker is facing the defender. A successful hit creates a small expanding hit spark, knocks the defender back, and can make them hurt. Blocking reduces punch/kick damage to about 30%, creates a yellow-ish blocked hit spark, and gives meter. Normal attacks build the attacker’s meter as well. A special consumes one full meter unit, has a roughly 0.82-second cooldown, and fires a fast colored glowing projectile horizontally toward the opponent. Player 1’s projectile is mint/teal and Player 2’s is pink; it deals 22 damage unblocked or 7 while blocked, causes a small knock-up when it lands, and disappears after impact, timeout, or leaving the arena. The special projectile can travel for about 1.25 seconds. Display a minimal HUD over the arena: large white-outlined health bars across the top with Player 1’s fill teal and Player 2’s fill pink, character names below the bars, small yellow-outlined meter bars near the top corners that fill from zero to three units, and centered text “ROUND 1.” At the bottom center show the keyboard instructions in a translucent dark box: “P1: A/D MOVE • W JUMP • I PUNCH • O KICK • P SPECIAL” and “P2: ←/→ MOVE • ↑ JUMP • 1 PUNCH • 2 KICK • 3 SPECIAL.” Update the HUD immediately as health and meters change. When either health value reaches zero, stop gameplay, declare the surviving fighter the winner, replace the instructions with a restart message such as “<winner> WINS — press R to restart,” and animate the winner with a small repeated bouncing/tilting victory pose while the defeated fighter slumps slightly. Pressing R reloads/restarts the match. Keep the visual style clean, dark, low-poly and arcade-like, with teal-versus-pink team color contrast, simple geometric hit effects, soft shadows, fog, and no unrelated game modes or mechanics.