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Arcade › Mixed Grapple

Mixed Grapple

  • 2d
  • arcade
  • fighting
  • wrestling
  • grappling
  • top-down
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Mixed Grapple was built 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 Mixed Grapple 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 Mixed Grapple

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, single-screen 2D arcade grappling duel titled “Mixed Grapple.” Use a full-viewport HTML canvas with a dark navy-to-blue radial-gradient background. In the center of the arena draw a large gold circular mat ring with a thinner inner brown/gold ring and the small centered label “GRAPPLE ARENA.” Keep the camera fixed/top-down; the entire playfield fits on screen and the fighters are simple stylized 2D figures rather than detailed human sprites.

The player is the blue-corner fighter and the opponent is the red-corner fighter. Represent each as a colorful cartoon grappler at their canvas coordinates: a large circular head/body with a lighter face disk, two tiny dark eyes, thick line-like arms and legs, a dark oval shadow beneath, and a color label below (“BLUE” or “RED”). The blue player begins around 35% of the screen width and 54% of its height; the red opponent begins around 65% width and 54% height. Keep both inside margins (roughly x=90..width-90 and y=150..height-110). Give the player an animated gold pulse ring while in top control, and briefly fade/flash the fighter when the opponent lands a stamina-draining attack.

The objective and sequence must be explicit: close the distance, enter a clinch, perform a takedown, then use submissions to drain the opponent’s stamina. Both fighters start with Stamina 100. The player moves with WASD or the arrow keys at about 220 pixels/second; normalize diagonal movement. Movement is disabled while the player is clinching or in top control. The opponent AI, while standing, periodically approaches the player at about 75 pixels/second until roughly 110 pixels away. If it is very close (under 90 pixels) and has more than 15 stamina, it fights for underhooks and continuously drains the player by about 8 stamina per second, displaying a status message and flashing the player.

Implement the actions and exact gating: E/CLINCH works only when distance is under 105 and the player has at least 8 stamina; it costs 8 stamina, puts both fighters in clinch mode, and reports “Clinch secured — choose takedown or break away.” Otherwise report “Get closer to enter the clinch.” Space/TAKEDOWN works only from player clinch mode with at least 18 stamina; it costs 18, removes 24 opponent stamina, makes the opponent grounded/bottom and the player top, adds 100 score, and reports “Clean takedown — you have top control.” Otherwise report “Takedown needs a clinch.” Q/SUBMIT works only when the player is top, the opponent is grounded, and the player has at least 12 stamina; it costs 12 and removes 30 opponent stamina, adds 200 score, and reports “Pressure the arm — keep attacking,” or “Submission! You win the round” when opponent stamina reaches zero. Otherwise report “Take the opponent down first.” While top control is active, place the opponent just below the player and regenerate the player’s stamina at 5 per second. While clinched, pull the opponent toward the player.

End the round if either stamina reaches zero or 90 seconds elapse. Show a full-screen end overlay with either “Victory by submission” or “Opponent wins”; for a win, show text including the round score and elapsed seconds, such as “Round score 300. You controlled the mat in 12 seconds.” For a loss, explain that the player’s gas tank emptied first and suggest working the clinch earlier. Include a “Run it back” restart button. The initial state must have a dark translucent full-screen overlay and centered panel titled “Mixed Grapple,” descriptive copy (“A fast, arcade-style wrestling and jiu-jitsu duel. Close in, clinch, hit a takedown, then drain the opponent's stamina with a submission.”), and a gold “Enter the Mat” button. Pressing Enter should also start.

Build a glassy HUD over the canvas. At the top left show a translucent navy rounded card labeled “YOU · BLUE CORNER,” “Stamina 100,” and a blue horizontal stamina bar; at the top right show the mirrored “OPPONENT · RED CORNER,” stamina text, and red bar. Center the top title “Mixed Grapple” and a live status line initially reading “Close the distance — takedown, then submit.” Near the bottom show the keyboard hint “WASD / arrows to move · E clinch · Space takedown · Q submit.” Add touch-friendly bottom controls: left “◀ Move” and right “Move ▶” buttons that hold left/right movement, plus CLINCH (E), TAKEDOWN (SPACE), and SUBMIT (Q) action buttons. Use rounded dark-blue buttons with light borders, responsive sizing for narrow screens, and prevent page scrolling/touch gestures. Use clean system sans-serif typography, navy panels with subtle blur/transparency, blue/red accent colors, and a warm yellow-gold action button and mat ring. Ensure the layout adapts to mobile viewport dimensions while keeping the HUD legible.

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