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Real Face Fight

  • 3d
  • fighting
  • arcade
  • one-on-one
  • mobile
  • futuristic
  • non-graphic
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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. maheshsharmajv built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Real Face Fight yet. Play it, then tell maheshsharmajv what you would add next.

Make your own game

Real Face Fight was built by maheshsharmajv 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 Real Face Fight 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 Real Face Fight

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-playable 3D arcade fighting game titled “REAL FACE FIGHT: SWATI VS VINEET.” It is a non-graphic, playful 1v1 showdown in a dark futuristic boxing/wrestling ring called the Ironlight Arena. Use a fixed cinematic perspective camera: the camera is elevated and positioned in front of the ring, looking toward the fighters, with a relatively narrow field of view. Show the full rectangular ring and both combatants, with subtle camera shake on successful hits.

Arena/environment: build a large dark enclosed room with a nearly black navy floor and back/side walls, soft fog, metallic blue-gray trim, ceiling beams, and cool blue lighting accented by a strong pink/red light from the left. The ring has a broad dark blue-gray apron, a black canvas, faint pale-blue canvas boundary lines, a pink center logo ring, four corner posts, and three pale ropes around the perimeter. Include dark benches/platforms near the rear left and right sides and alternating dark pink and blue-purple wall banners. Use physically lit materials, soft shadows, reflective/metallic trim, and a polished neon sports-arena aesthetic.

Characters: place SWATI on the left and VINEET on the right, facing one another in the ring. Use recognizable stylized humanoid 3D casual-character models, with Swati presented using pink/magenta identity colors and Vineet using blue/periwinkle identity colors. They should have idle, run, punch, and hit-reaction animations; dodge should use a quick rolling animation. Keep the combat playful and non-bloody: successful hits create a brief burst of small colored particles at the opponent and a short impact sound/camera jolt, with no gore or graphic injury. Fighters move only horizontally along the ring’s x-axis, constrained within the ring.

Core rules and goal: the player controls SWATI; VINEET is an AI opponent labeled “VINEET • BOT.” Both begin with 100 health and 100 stamina. Reduce the opponent’s health to zero to win the single round; if Swati reaches zero, Vineet wins. Health is shown in large horizontal bars and stamina in smaller bars beneath them. Stamina regenerates over time. Punch costs 10 stamina and deals 9 damage; kick costs 18 stamina and deals 15 damage. Attacks only connect when fighters are close (about striking distance), and attacks have a short windup/recovery so the player cannot spam during an active attack. Successful consecutive hits build a combo; after more than one hit, display a large yellow-orange “N HIT COMBO” indicator near the top center, and later hits can gain increasing bonus damage. The combo expires after a short period without another successful hit.

Defensive mechanics: holding block prevents health damage but drains stamina based on the incoming hit. Dodge costs 12 stamina and briefly makes the fighter invulnerable, using the roll animation. If stamina is insufficient, the action should not occur. The bot should approach when too far away, attack at close range using a mix of punches and kicks, sometimes block, and sometimes dodge when the player attacks. It should have the same health, stamina, attack, block, and dodge rules as the player.

Controls: support keyboard and touch controls. Keyboard: A or Left Arrow moves left, D or Right Arrow moves right, Space dodges, J punches, K kicks, and hold L to block. Include large touch buttons along the bottom: left and right arrow movement buttons on the lower left, then BLOCK, DODGE, PUNCH, and KICK on the lower right. Buttons should visibly press down and use translucent dark futuristic styling, with defensive controls blue-toned and attacks pink-toned. Prevent page scrolling while playing.

HUD: at the top, show SWATI on the left with a pink/red health bar and teal stamina bar; centered text “ROUND 1” with “BEST OF 1” below; and “VINEET • BOT” on the right with a blue/purple health bar and teal stamina bar. Under the top bar, display a rounded translucent instruction pill reading “A / D move · SPACE dodge · J punch · K kick · L block.” Place combo text below this when active. Use bold condensed-looking white typography, letter spacing, dark translucent panels, subtle borders, glow, and drop shadows.

Start/end flow: initially show a full-screen dark translucent overlay card centered over the arena. The card has the kicker “ORIGINAL MOBILE FIGHTER,” a large title “REAL FACE FIGHT” and “SWATI VS VINEET” with Swati pink and Vineet blue, and the description: “A playful, non-graphic 1v1 showdown in the Ironlight Arena. Read the bot, build combos, spend stamina, and take the round.” Provide an “ENTER THE ARENA” button in a pink-to-blue gradient. On portrait mobile layouts, hide the start button and instead show the yellow instruction “Rotate your phone to landscape to play.” Once the round ends, reuse the overlay with the winner’s name (“SWATI WINS” or “VINEET WINS”), the message “Round over — tap below to run it back,” and a “REMATCH” button that restarts the game. Keep the presentation as a single best-of-one round, with no extra rounds, weapons, blood, or invented modes.

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