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Arcade › Ring Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Brylen Mcknight built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ring Clash yet. Play it, then tell Brylen Mcknight what you would add next.
Ring Clash was built by Brylen Mcknight 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.
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.
Rebuild a playable 3D boxing game titled “Ring Clash” in a dark, polished Three.js-style arena. Use a third-person elevated camera looking toward the center of a square boxing ring, with the camera tracking both fighters and widening as they separate. The scene should have a near-black navy background and foggy arena shell, an elevated pale canvas with a red circular center logo, dark apron, corner posts and pads, three bright horizontal ropes around all four sides, entry/walkout lane and steps, blocky crowd seating around the arena, cool blue and warm side spotlights, shadows, and subtle pulsing arena lighting. Render fighters as smooth procedural humanoids made from rounded anatomical parts: hips, abdomen/chest, neck, head with jaw, nose, ears and tiny eyes, shoulders, upper arms, forearms, taped wrists, colored gloves, thighs, calves, ankles and dark shoes. The player starts on the left in red gloves and blue trunks; the rival starts on the right with blue gloves and dark trunks. Include a referee made from the same rounded body-part construction who circles outside the action and moves in when a stoppage occurs. Start on a large centered translucent dark setup card titled RING CLASH. Explain that the game focuses on smooth anatomy, footwork, slips, ducks, hooks, uppercuts, body shots, stamina, visible damage, rope pressure and referee stoppages. Provide dropdown customization for player skin tone (Light Warm, Tan, Brown, Deep Brown), build (Lightweight, Balanced, Heavyweight), reach (Compact, Balanced, Long), glove color (Classic Red, Blue Corner, Gold, White), trunks (Royal Blue, Black, Emerald, Crimson), and mode (Exhibition or Training Gym). Buttons are Start Fight and Reset Setup. Build classes must affect gameplay: lightweight has lower HP but more speed/stamina and slightly lower power; balanced is baseline; heavyweight has more HP/power/balance but is slower. Reach modifies punch range. On starting, hide the card and show a brief “Fight!” or “Gym Work” status and bell sound. The match is a 180-second Round 1 exhibition, or an untimed Training mode showing an infinity timer. Exhibition uses an active AI rival with randomized styles such as pressure, slick, and power; Training uses a passive partner that does not attack or move aggressively. Both fighters have HP, stamina, balance, head damage and body damage. Stamina drains when punching and recovers over time; movement is slower while guarding, ducking, or fatigued. Head strikes add head damage, swelling and occasional cuts; body strikes add body damage and drain stamina; visible bruises, facial swelling, cuts and changing skin tint should appear procedurally as damage accumulates. Show condition labels such as Fresh, Gassed, Body Hurt, Swelling, Cut, Rocked and Down. Knock the opponent down when HP or balance reaches zero, rotate/fall the humanoid toward the impact direction, and end with “You win by KO” or “Rival wins by KO.” If accumulated cuts, head damage and low HP pass the stoppage threshold, end with “You win by stoppage” or “Rival wins by stoppage,” and have the referee intervene. If the exhibition timer expires without a KO/stoppage, end the fight based on the remaining combat state/points outcome rather than continuing. Give the player responsive continuous movement and defense: WASD or arrow keys for forward/back/left/right footwork relative to the opponent, Q/E for pivot left/right, Z/X for slip left/right, C for duck, and L for hold-to-guard. Attacks are one-shot inputs: J jab, K cross, H hook, U uppercut, and I body shot. Also provide touch controls: four directional movement buttons, holdable Guard and Duck buttons, and Jab, Cross, Hook and Body buttons. Use pointer events for mobile controls and keyboard keydown/keyup for held movement/defense. Space should quickly restart when not started or after the game is over. Implement five distinct punch types with timing and gameplay differences: Jab is the quickest, lower-damage head punch; Cross is slower, harder and leaves the boxer open; Hook is a shorter hard head punch; Uppercut is a short, powerful head punch; Body Shot targets the chest/body, dealing damage and stamina pressure. Each punch should have a wind-up, hit window, recovery/cooldown, stamina cost, reach, torso/hip twist and coordinated shoulder/elbow/wrist animation. Punches can miss due to range, and head attacks can be avoided by slipping or ducking. Guard reduces but does not entirely eliminate damage and consumes stamina; body/head guard behavior should differ naturally. Successful hits should cause a small hit reaction, balance loss, punch thump sound and a brief HUD status such as Blocked, Slip, Hurt!, Clinch or Knockdown. Build a short combo counter/bonus for successive landed punches. When both fighters crowd within roughly pocket range, automatically enter a brief clinch, nudge them apart and show “Clinch.” Make the AI continuously choose approach/retreat, lateral movement, guard, duck, slip and pivot behavior based on distance and style, and choose attacks only when close enough and not cooling down. The rival should face the player at all times; the player should also smoothly turn toward the rival. Use damped motion rather than snapping: body sway, stepping legs, footwork, guard posture, duck depth, slips, pivots, punch rotation through hips/torso/shoulders/elbows/wrists, recoil, hit reactions and knockdown fall should all blend smoothly. Clamp fighters inside the ring; when pressed to the edge, visibly lean into and deform/offset nearby rope segments to communicate rope pressure. Overlay a responsive dark glass HUD above the 3D scene. At the top, put a left “YOU” fighter panel and right “RIVAL” panel, each with HP and stamina bars, metadata (player build/reach; rival style or Training Partner), Face damage / Body damage readout, and condition label. Center a rounded box with gold “ROUND 1,” a large remaining timer (or ∞ in training), and Exhibition/Training label. Show transient rounded status text near the upper middle. At the bottom, show a control hint listing movement, pivot, slip, duck, guard and all punch keyboard bindings. On mobile, place circular dark-blue movement buttons at bottom left and circular Guard/Duck/attack buttons at bottom right, using purple/blue for defense and orange/red for punches. Keep the visual style high-contrast and premium: white-blue text, muted blue-gray labels, red HP bars, green stamina bars, gold round label, translucent navy panels, rounded corners, blur and soft shadows. Include procedural browser audio after user interaction: low ambient crowd noise, punch thumps with a different blocked tone, and boxing bell tones at fight start.