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Arcade › Retro Rumble
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Rebuild a browser-playable 1v1 fighting game titled “Retro Rumble” as a stylized retro/pixel-neon Three.js game. Use an orthographic side-view camera looking at a flat 2.5D arena: fighters move only horizontally on a wide stage, can jump, and face left/right. Use chunky low-poly/block characters made from square heads, broad rectangular torsos, block arms and legs, plus oversized signature accessories. Render with glowing emissive materials, dark purple/black backgrounds, cyan/pink/yellow/purple neon accents, pixel-like particles, screen shake, hit-stop, and retro arcade typography. The selection screen is a full-screen dark radial purple menu with a large glowing “RETRO RUMBLE” title, lore text, fighter cards, map cards, and bright bordered buttons. Use a pixel/arcade visual language similar to Press Start 2P and VT323: white borders, glowing selected cards, gradient health bars, and responsive mobile controls. Menu and setup: Show the story text: “The brawlers were allies until the Rift of Betrayal cracked every arena. Pick a fighter, enter a themed map, and land a finisher to trigger their custom betrayal animation.” Provide five fighter cards and five map cards. The player selects a fighter and map, then presses START FIGHT. The fifth fighter and fifth map are locked unless Void Incident is unlocked. Include buttons “ROLL VOID INCIDENT 1/10000” (a random roll where only an exact 1-in-10,000 result unlocks the character) and “TRAINING: PREVIEW RARE” (unlocks it for the current session). Selecting Void Incident automatically selects the Multiverses map; Multiverses is only usable when Void Incident is selected. Show each card’s title and passive text. Fighters: 1. Holo Hacker, title “Hacker Ally,” cyan/red/black block character with red-black hair, cyan chest line, a tiny shoulder astronaut and orbiting holographic screens. Home arena: Mother Board. HP 112, fast movement and high jump. Passive: “Pixel Shield: blocks the first hit in each combo.” Home bonus: Mother Board gives 10% shorter cooldowns. Basic attack has slightly longer reach. Specials: U Rainbow Dash (a damaging invulnerable dash with rainbow pixel trail), I Screen Storm (three orbiting blue screen projectiles), O Astronaut Drop (drop a small astronaut from above at the opponent’s x-position), K SYSTEM OVERLOAD (large cyan burst, area damage, error-popup storm across the screen). 2. Snack Shadow, title “Snack Betrayer,” black chunky character with a pale snack collar, flat black cap, orange chip bag in one hand and green soda can in the other. Home arena: Snack Shack. HP 126. Passive: “Couch Armor: first 10 combo damage is absorbed.” Home bonus: +8% speed and immunity to soda slipping. Specials: U Dew Spray creates a temporary green soda puddle hazard, I Nacho Barrage fires five orange chip projectiles, O Shadow Step teleports near the opponent and hits, K GAMER RAGE creates an orange shockwave and briefly increases damage. 3. Rosie Ribbon Dancer, title “Cute Controller,” pink/white block character with brown hair, large pink bow, white dress panel, and a floating pink ribbon tail. Home arena: Pretty Palace. HP 104, fastest normal movement and highest jump. Passive: “Soft Landing: first knockback per combo is ignored.” Home bonus: charm lasts longer. Specials: U Petal Rush is a damaging pink dash with petal trail, I Blush Bomb fires a pink heart projectile that charms the opponent, O Ribbon Bind uses an energy tether to damage and pull the opponent, K KAWAII CATASTROPHE creates a pink burst, area damage, and charm effect. 4. Void Banker, title “Cosmic Broker,” dark block character with gold hair, purple glowing headphones, white shirt panel, red tie, purple galaxy pants and glowing shoes. Home arena: Void Bank. HP 118. Passive: “Cosmic Resilience: slowly regenerates HP.” Home bonus: stronger regeneration and faster ultimate gain. Specials: U Nebula Dash is a damaging purple dash, I Starfall Barrage drops seven purple stars from above near the opponent, O Galactic Grab uses a long purple tether to damage and pull, K Black Hole Collapse creates a black hole that damages and stuns in an area. 5. Void Incident, title “1 in 10,000,” rare black/purple void character with a tall black top hat, white void eyes and mouth, a glowing purple rectangular aura, and orbiting eyes. Home arena: Multiverses. HP 108 and fast movement. Passive: “Shadow Veil: sometimes phases through damage.” Home bonus: higher phase chance and longer afterimages. Specials: U Glitch Step creates a phase-like movement/afterimage, I Eye of the Abyss fires four white eye-beam projectiles, O Corrupting Grasp uses a white tether, damages, pulls, and heals the fighter slightly, K VOID CATACLYSM sends multiple white void waves across the arena and applies a glitch/stun effect. The AI opponent is randomly selected from the non-selected normal fighters; it does not select Void Incident as the AI rival. Maps and arena dressing: Every match has a broad floor, dark themed backdrop, small glowing background pixels/stars, and a 99-second round timer. Snack Shack is a blocky purple convenience-store interior with gold trim, a ceiling and gold strip, glass door and big cyan windows, a counter with a tiny cashier, old TV, left shelves with gold bins, wall/floor studs, and a persistent green soda puddle hazard. Pretty Palace is dark pink/purple with pastel pink pillars and a glowing heart-shaped window/light. Mother Board is a dark teal/cyan circuit arena with glowing circuit traces and a central chip. Void Bank is an almost-black cosmic vault with a large purple glowing vault door and floating purple ledger panels. Multiverses is a nearly black void realm with five unstable floating platforms and numerous watching white eyes instead of ordinary stars; the eyes occasionally fire white beam hazards at a randomly chosen fighter. Platforms subtly bob vertically. Combat rules and controls: Keyboard controls are A/D or left/right arrows to move, W/up/space to jump, J for basic attack, U/I/O for specials 1/2/3, K for ultimate, and Escape to return to the menu. Provide an on-screen mobile HUD mirroring these keys: a W/A/S/D directional pad on the lower left and ATK, S1, S2, S3, ULT, MENU buttons on the lower right. The player starts at the left and the AI at the right. Clamp fighters to the arena edges. Apply gravity, jump velocity, friction, cooldowns, hit stun, knockback, temporary invulnerability during some dashes, and collision checks based on horizontal/vertical distance and facing direction. Basic attack is a short-range hit; attacks fill the attacker’s ultimate meter. Ultimate can only be used at 100% and then resets the meter. Give Snack’s armor, Holo’s first-hit shield, Rosie’s soft landing, Banker regeneration, and Incident phasing actual gameplay effects. Soda puddles briefly stun/slip fighters who touch them, except Snack with the home bonus. Add colorful square-particle trails, slash arcs, projectiles, tethers, bursts, afterimages, floating combat text-like pixel effects, audio generated with simple square/saw/triangle tones, hit-stop and subtle camera shake. HUD: During combat show a top bar with the player name and “BETRAYER: [AI fighter]”, a bright green-yellow-red health bar for each fighter, a second blue-to-magenta ultimate bar for the player, the selected fighter’s passive/home bonus beneath the player bar, a large centered timer starting at 99, and centered instructional/status text. Display short fighter voice/status lines such as attack and ultimate names. Keep the lower mobile controls visible. For Holo’s ultimate, show several gray Windows-style ERROR popups with blue title bars over the screen for a short time. AI and match flow: The AI advances toward the player, faces them, jumps occasionally, attacks at close range, randomly uses specials, and uses its ultimate when charged. When time reaches zero, make the fighter with greater remaining HP win and start that fighter’s finisher against the other. When a fighter reaches zero HP, start a non-graphic custom betrayal finisher rather than instantly ending. Show a message naming the winning fighter and a voiced finisher line. Animate each finisher for several seconds: Holo corrupts/deletes the opponent with error popups and cyan bursts; Snack performs a comedic final crunch with orange particles and wobbling opponent; Rosie pulls the opponent with ribbons/petals and spins them; Banker drags and shrinks the opponent toward a purple void with bursts; Incident glitches the opponent with flashing visibility, afterimages, levitation and white bursts. Then hide the defeated fighter, show “KO! Press ESC/Menu to choose another brawler and map,” and return to the selection screen after a short delay. Keep all violence abstract, colorful, and non-graphic.