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Arcade › Ring Goddesses 3D
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.
Nobody has said anything about Ring Goddesses 3D yet. Play it, then tell Matthew Johnson what you would add next.
Ring Goddesses 3D 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 Goddesses 3D 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.
Create a playable 3D wrestling game titled “Ring Goddesses 3D” using Three.js or an equivalent real-time 3D engine. Use a third-person elevated follow camera looking down into a square wrestling ring; keep both fighters and the center of the ring in view, with smooth camera tracking. During slam impacts, briefly use camera shake and a short slow-motion replay camera orbiting close to the downed wrestler. During the finisher, switch to a close cinematic camera and slow time before returning to the normal follow view. Build a raised square ring with a dark purple canvas platform, bright pink apron sides, four corner posts, and three horizontal ropes on each side. The implementation’s ropes are bright cyan/blue, while the reference view has strong magenta/pink arena lighting, so use vivid neon cyan and pink together. Place a large glowing pale-gold/pink torus logo on the mat center. Surround the ring with a dark circular arena floor, purple fog/background, colored spotlights, cyan/magenta LED stage panels and stripes, and a glowing entrance runway behind the ring. Add a simple circular crowd around the arena: dozens of small low-poly cheering humanoids with colored cyan/pink clothing, heads, legs, and raised animated arms. Use dramatic concert-like lighting, shadows, bloom-like emissive materials, and an anime/idol-arena color palette. The playable characters are two small stylized female wrestler avatars facing each other near the center of the ring: player Astra in cyan/blue and rival Vexa in pink/red. Prefer loading simple Kenney Mini Characters female GLB models and tinting them toward those colors; if external models fail, use a procedural low-poly fallback made from a capsule torso, sphere head, and capsule arms. Align their feet to the top of the ring canvas. Have the rival controlled by a basic AI: approach the player, then randomly use light attacks, heavy attacks, and occasional grapples, with pauses between attacks. Keep the fighters inside the ring boundaries and prevent them from overlapping excessively. Core objective: defeat the rival and win by pinfall or the special finisher. Both fighters start with 100 HP. Player movement is continuous on the horizontal ring plane at about moderate speed, using WASD or arrow keys. Player attacks are proximity-based and should show short attack animations/messages, hit reactions, crowd cheering, and camera shake: - J: light attack, costs 6 stamina, has a short cooldown, deals 5 damage at close range and adds 6 special meter on hit. - K: heavy attack, costs 16 stamina, has a longer cooldown, deals 11 damage at close range, adds 13 special meter, and sometimes knocks the rival into a short ragdoll/stun. - L: grapple or pin. If the rival is within grapple range and not sufficiently weakened, perform the selected staged slam. If the rival is down to 25 HP or less and close, attempt a pin instead. Add a stamina system starting at 100. Stamina drains from attacks and gradually regenerates while the player is not in a slam, pin, or finisher; deny attacks when stamina is insufficient and show a “too tired” message. Build the special meter from successful hits and grapples, capped at 100. When special reaches 100, the player is close to the rival, and F is pressed, trigger a cinematic finisher: reset the meter, slow time, move the wrestlers into position, show a windup, then deal enough damage to KO the rival, throw the rival into a dramatic ragdoll, shake the camera, and show a large on-screen “DIVINE RAGDOLL KO!” message. The finisher should last roughly three seconds and then restore normal camera/game speed. Implement four selectable grapple moves, cycled with Q/E on keyboard or LB/RB on a gamepad, and shown in the HUD: Spinning Body Slam (18 damage, 20 special, 24 stamina), Snap Suplex Slam (22 damage, 24 special, 32 stamina), Running Powerbomb (26 damage, 30 special, 42 stamina), and Corner Bulldog (16 damage, 18 special, 20 stamina). L/B or the equivalent grapple button should run the selected staged slam: lock up, pull the target into position, lift them with a move-specific height, rotate/tilt them, impact the mat, apply damage and knockback, ragdoll the target, shake the camera, briefly use a replay camera, and display “MAT IMPACT!” plus the move name. A rival slam should similarly damage and ragdoll the player. Implement pinfall rules. After a wrestler is sufficiently weakened/downed, a nearby attacker can cover them. During the cover, place the referee near the wrestlers, show a pin animation, and count “REF: ONE!”, “REF: TWO!”, and “REF: THREE!” at one-second intervals while the crowd reacts. If the covered wrestler still has HP above zero, they kick out at two; otherwise three wins the match. Display clear messages such as “PLAYER WINS BY PINFALL,” “RIVAL WINS BY PINFALL,” “KICKOUT AT TWO!”, “RIVAL DOWN — press L / B to pin!”, and “COVER THEM — press L / B for PIN!”. Add a simple striped-shirt low-poly referee who moves toward the pin and returns toward the ring area afterward. Place three floating, rotating green health-cross pickups on the mat at approximately (-6.5,-6.5), (6.5,-6.5), and (0,6.8) relative to the ring. When the player touches one while below full health, heal 24 HP, hide it, and respawn it after about 12 seconds. Make them visibly bob and rotate. HUD: add a translucent dark purple rounded panel in the upper-left. Show colored horizontal bars and numeric values for PLAYER HP, RIVAL HP, STAMINA, and SPECIAL. Use cyan/teal for player health, pink/red for rival health, green for stamina, and gold/orange for special. Below them show the currently selected grapple move with left/right arrow buttons. Show a small yellow instructional/status line with “WASD move · J light · K heavy · L grapple · Q/E moves · F finisher,” updating it for hit, slam, pin, pickup, and finisher messages. Show large temporary centered combat announcements such as FINISHER!, MAT IMPACT!, REF: ONE!, and the win result. In a lower corner, show keyboard/gamepad help; on touch devices, replace/reinforce this with a virtual analog stick at lower left and circular action buttons for light, heavy, grapple, and a wide FINISH button at lower right. Support keyboard, gamepad (left stick, A/Cross light, B/Circle grapple or pin, X/Square heavy, LB/RB move selection, RT finisher), and mobile touch controls. Do not add unrelated game modes or systems; this is a single playable wrestling round focused on movement, attacks, grapples, pins, pickups, and the cinematic finisher.