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Ring Clash

  • 3d
  • wrestling
  • fighting
  • sports
  • arcade
  • arena
  • single-player
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Johnson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ring Clash yet. Play it, then tell Matthew Johnson what you would add next.

Make your own game

Ring Clash was built by Matthew Johnson 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 Ring Clash 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 Ring Clash

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 playable third-person 3D professional wrestling exhibition match called “Ring Clash.” The player controls Iron Rex, a blue-accented armored warrior wrestler, against the AI-controlled Viper Kai, a red-accented monk/warrior wrestler, in a square wrestling ring inside a dark indoor Megadome. Use a broadcast hard-camera view from above and behind the ring, framing both fighters, with smooth camera tracking and occasional cinematic orbit shots during grapples, finishers, and diving attacks. The ring has a slightly reflective light gray canvas with a worn “RING CLASH / WORLD TITLE FIGHT” center logo, dark apron panels branded “RING CLASH,” four dark corner posts with three horizontal ropes in muted gray, beige, and dark red, and glowing yellow turnbuckle dive cues. Surround it with black barricades, dim circular seating tiers, a packed desaturated low-poly crowd of small fans, some waving signs reading “REX!”, “KAI!”, “SLAM!”, or “3 COUNT!”, moving spotlights, overhead trusses, an entrance ramp and stage, and a large LED screen reading “FIGHT NIGHT / RING CLASH / MEGADOME • LIVE BROADCAST / IRON REX vs VIPER KAI.” Use gritty muted TV-broadcast materials, dark foggy arena lighting, soft shadows, subtle bloom, scuffed canvas branding, occasional crowd flashes, pyro sparks on major impacts, and punch/metal impact audio plus a procedural crowd ambience after the first input.

Implement a 180-second Exhibition match with health, stamina, and special meters for both wrestlers. The goal is to defeat Viper Kai by knockout, pinfall, count-out, or a time-limit decision. Display a full HUD: top-left “PLAYER: IRON REX” with red-to-yellow health bar, blue stamina bar, and gray/empty special bar; top-right “AI: VIPER KAI” with matching bars; top-center “EXHIBITION,” countdown timer, and controls hint; lower-center commentary text; count-out/referee warning/pickup prompts; and cinematic letterbox bars during special moves. On touch devices, provide a virtual joystick and large buttons for Strike, Grapple, Block, and Finish, plus a weapon button.

Controls: WASD or arrow keys move; Shift is sprint; J or the mobile Strike button performs attacks; H performs a heavier attack; K or Grapple performs a close grapple or interacts with a turnbuckle; F or Finish performs the finisher when the special meter is full; Q or Block holds a stamina-draining block; P attempts a pin after weakening the opponent; E picks up a weapon while standing on a glowing red ringside pickup; G or the mobile weapon button fires an equipped weapon; R restarts the match. Start a procedural crowd bed and impact sound effects after user input.

Combat must be distance- and stamina-based. J chains a jab, hook, then kick combo, with increasing damage and cooldowns; H is a stronger, slower, more expensive strike. Strikes have timed hit windows and can be blocked, reducing damage while draining the defender’s stamina. Successful attacks build the attacker’s special meter and also build the defender’s meter. Close grapples choose a direction-based wrestling move: left/right/up/down inputs produce a backbreaker, DDT, suplex, or body slam/powerbomb, with cinematic camera movement, impact shake, pyro, knockback, and slam damage. When special reaches 100, F at close range triggers a heavy cinematic finisher, resets special, deals major damage, launches the opponent, shakes the camera, and creates a large colored pyro burst.

Allow fighters to move outside the ring within a bounded ringside area. Ring ropes push fighters back with a visible/camera pulse when they hit the edge, while fighters can leave through the boundary. If either wrestler remains outside, show “COUNT-OUT: n” and advance the count toward 10; reaching 10 ends the match for the wrestler left outside. If time reaches zero, award the decision to the wrestler with greater health. Add a referee in a striped shirt who circles the fighters from the far side to keep the action readable, reacts to weapon shots, moves into position for pin attempts, and performs the count. When a wrestler’s health is below the pin threshold and the opponent is close, P starts a pin: the referee moves into position and counts ONE, TWO, THREE; allow a kickout at two if the defender still has enough health, otherwise award the pinfall.

At two opposite ringside locations, place spinning hardcore pistol pickups over translucent red glowing rings. E picks one up when close and attaches it to the wrestler; G fires it, consuming stamina, showing a bright tracer beam, sparks/pyro, impact stun/knockback, metal audio, and referee warnings. A second weapon shot while the referee is close disqualifies the shooter and ends the match. The AI should chase the player, use the same combo strikes and grapples, block occasionally, seek and fire a weapon sometimes, and use its finisher when its meter is full and it is close. Near a glowing corner cue, K climbs the turnbuckle; then J or K launches a cinematic diving elbow drop toward the opponent, with an arcing airborne motion, rotating animation, knockdown damage if it connects, self-damage if it misses, camera orbit, impact shake, and pyro. Animate the ropes, turnbuckle cues, crowd bobbing/sign waving, moving spotlights, LED screen color, weapon pickups, pyro particles, and camera flashes. Include a restart behavior that resets health, meters, positions, weapons, timer, warnings, and match state.

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