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Ring Rumble

  • 3d
  • wrestling
  • fighting
  • arcade
  • mobile
  • arena
0
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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. Dashawn Emmis built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ring Rumble yet. Play it, then tell Dashawn Emmis what you would add next.

Make your own game

Ring Rumble was built by Dashawn Emmis 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 Rumble 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 Rumble

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 mobile-friendly 3D wrestling arena fighting game titled "Ring Rumble". Use a dark, dramatic TV-wrestling presentation with a fixed third-person perspective camera looking diagonally across a square ring, dynamically following the midpoint between the two wrestlers. The scene should use a nearly black navy background and light fog, bright white overhead/key lighting, blue spot lighting, and a pink/red rim light, with soft shadows and a colorful arcade HUD.

Build the arena as a raised square wrestling ring: a dark navy apron/platform, a light off-white mat, and three thin red stripes across the mat. Put four metallic corner posts around it, yellow/gold turnbuckle pads, and three white ropes on each side at different heights. Surround the ring with a dark arena floor, low dark barricade panels, and a circular crowd of many small chunky capsule-like fans in alternating blue, magenta/red, and yellow colors. Include visible arena dressing such as entrance banners, stairs, a trophy/championship prop at the far side, and a floor-detail/logo prop near the entrance. Keep the setting original and generic: no real wrestling company branding, logos, named wrestlers, or licensed assets.

The match is one player versus one AI rival. Represent both as custom chunky pro-wrestler rigs made from separate simple 3D body parts: broad capsule-like torso, spherical head with hair cap, separate arms and legs, colored trunks, belt trim, wrist tape, and boots. The player should use blue trunks/accent colors with tan skin, dark hair, dark boots, and gold trim; the rival should use red/magenta trunks, darker tan skin, black hair, dark boots, and pale/silver trim. Place them initially apart near the center of the ring. Support procedural poses for idle, walking, striking, grappling, hit reaction, dodge, lifting/slamming, and lying down. During a grapple, visibly move the attacker toward the opponent and animate the defender through a short lift/impact arc before leaving them downed; a grapple at high momentum should be a larger finisher slam with more lift and a stronger camera shake.

Core objective and loop: start the match, move close to the rival, land strikes to build momentum, use grapples for higher damage, knock the rival down, then get close and pin them before the two-minute timer expires. Both fighters have 100 health. A strike works at close range (about 1 unit), deals 7 damage, has a short cooldown, and adds 9 momentum. A normal grapple works within about 1.3 units, deals 14 damage, adds 22 momentum, stuns the target, and uses a longer cooldown. When the attacking fighter has at least 75 momentum, a grapple becomes a finisher: deal 34 damage, reset that fighter’s momentum to 8, strongly shake the camera, and keep the opponent down longer. Missed attacks should produce a brief miss feedback. Fighters should collide/push apart and stay within the ring boundaries.

The player controls should work with keyboard and touch. Keyboard movement is WASD or arrow keys; J is Strike, K is Grapple, L or P is Pin, and Space is Dodge. On touch screens show a large translucent circular joystick at bottom left and four large glossy buttons at bottom right: red Strike, blue Grapple, gold Pin, and purple Dodge. Buttons should use pointer-safe mobile interactions and fit the full viewport including safe areas. Dodge is a short burst/roll that consumes stamina, gives brief dodge invulnerability, and has a cooldown. The AI should pursue the player, close distance, strike when near, sometimes grapple when it has momentum, and attempt to pin a downed player when nearby. Show simple rival status text such as Circling/Closing in/Swinging/Guarding and temporary combat feedback such as Clean hit!, Snap grapple!, Big finisher!, Miss!, PIN!, Kickout!, and the three-count numbers.

Implement pinfall: Pin only succeeds when the target is downed, the attacker is upright, and they are close enough. Reposition the attacker beside the fallen opponent in a covering pose. Count upward for roughly three seconds and show 1..., 2..., 3.... A healthier target can kick out early, and the pinned player can mash an action input to resist; if the target escapes, show Kickout! and leave them down briefly. If the count reaches three, end the match with a pinfall result. A downed wrestler should eventually stand again if not pinned. If health reaches zero, knock the wrestler down hard. End the match when someone is pinned or when the 02:00 timer expires; at time limit, compare remaining health and declare a win/loss. Keep a start overlay before the match with the large title "Tap Start", instructional text "Move in close, strike, then grapple when your momentum is high.", and a prominent yellow/orange "Start Match" button. On game over replace it with a result title/subtitle and a "Rematch" button.

HUD layout: at the top, show three panels in a row. Left panel says "YOU", has a horizontal green-to-yellow-to-red health bar, and reads "Momentum 0%" initially. Center panel is pink/red with the title "RING RUMBLE" and a digital-style "02:00" countdown. Right panel says "RIVAL", has a right-aligned mirrored health bar, and shows the rival mood. Use bold white sans-serif text for status and a decorative comic/wrestling-style display font for major headings. Use rounded translucent dark panels, bright gradients, large readable labels, shadows, and responsive sizing. At the bottom on desktop, show the keyboard help text "WASD/Arrows move · J strike · K grapple · L pin · Space dodge"; hide it on narrow mobile layouts. Render the entire game in a responsive full-screen canvas with the HUD overlaid above it.

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