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Prize Road

  • 3d
  • boxing
  • sports
  • career
  • mobile
  • arcade
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. Jasiyus Medley-Crumpton built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Prize Road yet. Play it, then tell Jasiyus Medley-Crumpton what you would add next.

Make your own game

Prize Road was built by Jasiyus Medley-Crumpton 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 Prize Road 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 Prize Road

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 mobile-first 3D boxing career game titled “Prize Road,” presented in a dark cinematic arena with a Three.js-style third-person camera looking slightly downward at a square boxing ring. The camera should follow the midpoint between the two fighters and gently shift with their movement, with subtle impact shake. Build a white canvas ring on a dark blue apron, four red/blue corner posts, three taut white ropes on each side, dim circular arena flooring, rows of simple block-like spectators around the ring, colored spotlights, fog, and a small floating gold championship-belt ring/ornament above the far side. Use stylized animated humanoid fighters: the player starts near the front of the ring and faces the rival, while the rival is named Iron Park and wears dark/red gear. Load animated character models if available, with a simple capsule humanoid fallback if not; support idle, walking/running, left/right punch, hit reaction, and knockdown/death animations. Attach oversized modeled boxing gloves to hand bones when available, otherwise use procedural guard positions. Show gloves moving into guard and extending during punches. The player’s trunks and gloves should be customizable colors, and the player can display a scar, tattoo, and translucent walkout robe.

The main loop is a single two-minute round. On the opening screen, show a centered translucent dark glass toast with the large title “Prize Road,” the subtitle “Tap in, manage stamina, counter the rival.” and a yellow pill button labeled “Tap to Fight.” Tapping it starts the bout and rings a bell. The player moves around the bounded ring using a large translucent virtual joystick at bottom-left; also support keyboard WASD/arrow movement. The player’s facing should automatically turn toward the opponent. At bottom-right provide five large colored touch buttons arranged in an arcade cluster: blue “Jab,” red “Cross,” orange “Hook,” dark gray “Block,” and purple “Slip.” Also support J, K, and L for jab, cross, and hook. Jab costs 9 stamina and is quick/light, cross costs 14 and is medium, and hook costs 18 and is slower/heavier. Punches have cooldowns, animate the corresponding glove, and resolve only when the opponent is within range and in front of the attacker. Damage scales with stamina; hooks hit hardest. Blocking is held by touch/space/shift and reduces incoming damage substantially while consuming stamina. Slip briefly evades/reduces damage, and a counter bonus applies when striking an opponent who is punching or slipping. Stamina regenerates continuously, more slowly while blocking; low stamina reduces movement/punch effectiveness and increases vulnerability. Keep fighters inside the ring bounds.

Implement a simple rival AI named Iron Park that approaches when far away, circles/backsteps when close, periodically chooses jab/cross/hook attacks, sometimes blocks when the player punches, and sometimes slips. Successful clean hits create small bright impact/sweat particles, play punch impact sounds, cause subtle camera shake, and gradually add visible fading red cut and purple swelling marks to the face. Blocked hits use a cooler impact color and reduced sound. Track health, stamina, stun, knockdowns, cuts, and swelling for both fighters. Each fighter begins at 100 health and stamina. A fighter reaching zero health is knocked down; the first knockdown restores them to 38 health, while a second ends the bout. Play a bell on knockdown and use a brief slow-motion effect. A knockout against the rival immediately awards a win, improves the rank, legacy, and cash, and displays a centered result toast such as “Knockout!” / “KO victory! Ranking climbed.” with a “Fight Again” button. If the two-minute timer expires, compare remaining health for a decision win/loss, update the record, rank, legacy, and cash, and show “Decision Win” or “Decision Loss” with the appropriate message and a “Next Bout” button.

At the top, build a compact responsive HUD over the 3D view. Put the player fighter card on the left and Iron Park’s card on the right, each with a name and two horizontal bars: a multicolor health bar and a blue stamina bar. Center a dark rounded round box showing the bout label and a large timer starting at 02:00. Use “AMATEUR BOUT” initially; change to “CONTENDER BOUT” at rank 12 or better, and “TITLE ELIMINATOR” at rank 3 or better. Under the top bar, show a career panel with gold “Career,” a line like “Amateur climb · Rank #48 · Record 0-0,” and mini stats for Legacy, cash, and Coach: Local. Add top-level pill buttons for “Creator,” “Career,” and red “New Bout.”

Include a Character Creator bottom-sheet modal opened by Creator. It must have 20 numbered local save slots stored in localStorage, with the selected slot highlighted. Provide editable fields for fighter name, weight class (Lightweight, Welterweight, Middleweight, Heavyweight), height slider, reach slider, muscle slider, skin tone color, glove color, trunks color, hairstyle (Short/Punk/Fade/Braids), voice (Calm/Confident/Trash Talker/Focused), stance (Orthodox/Southpaw/Peek-a-boo/Philly Shell), and signature punch (Flash Cross/Body Hook/Counter Jab/Overhand). Changes update the player name and gear/model live. Include toggle buttons for Scar, Tattoo, and Walkout Robe plus Save Slot, and a close button.

Include a Career Mode bottom-sheet modal opened by Career, titled “Career Mode” with subtitle “Train, sign, fight, climb, defend.” Track rank (initially 48), wins/losses (0-0), legacy (0), cash ($500), coach (“Local”), injuries, sponsor, and achievements. Offer buttons for Training Camp, Sparring, Media Day, Contract Offer, and Recovery, and show a chronological feed of updates. Training Camp costs cash and restores conditioning/health while adding a little legacy; Sparring adds legacy and can randomly cause a minor injury; Media Day adds legacy and cash; Contract Offer adds cash and assigns a sponsor based on rank; Recovery reduces injuries and restores health. Use bold condensed display typography, Inter-like UI text, rounded glass panels, neon blue/red/purple/orange controls, and a black/navy background. Make all controls touch-friendly, prevent accidental canvas interaction through the HUD, and keep the layout responsive for portrait mobile screens and wider desktop screens.

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