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Ring Rush

  • 2d
  • arcade
  • fighting
  • brawler
  • ring-out
  • versus
  • casual
0
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2 plays

About Ring Rush

Fight them

How to play

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

Discussion

Nobody has said anything about Ring Rush yet. Play it, then tell logan.klundtjo what you would add next.

Make your own game

Ring Rush was built by logan.klundtjo 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 Rush 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 Rush

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 arcade fighting game titled “Ring Rush.” It is a one-player versus CPU ring-out brawler: the player controls YOU and must punch the RIVAL off the platform, while the CPU tries to knock the player out. Use a full-screen responsive presentation with a dark navy-to-near-black background and subtle soft blue circular ambient shapes. The arena is a blue fighting platform/ring in the lower-middle of the screen: visually present it as a large blue platform with a bright cyan rim/highlight, dark blue sides, and a faint square grid/line pattern, matching the supplied view. Keep the play area centered and leave room for the HUD above and touch controls below. The supplied implementation’s physics use a horizontal platform: fighters stand on its top surface, have gravity, can jump, and fall when they travel beyond the left or right edge or below the screen.

Represent both fighters as small stylized humanoid avatars facing one another. The player starts on the left and is blue-coded; the rival starts on the right and is pink/red-coded. They should have a simple readable body, contrasting skin-colored round head, dark hair/visor detail, arms, legs, shadows beneath them, and a floating name label (“YOU” and “RIVAL”). The original visual style is clean arcade/vector-like with strong colors and soft shadows rather than realistic rendering. The player should face toward the rival initially and the CPU toward the player.

Core mechanics: begin on a title overlay with “RING RUSH,” the subtitle “A tiny 2D platform brawler,” a START FIGHT button, and instructions explaining that the goal is to push the rival beyond the edge and that close hits produce large knockback. When the fight starts, hide the overlay and show the instruction “Knock the rival off the platform!” Each fighter has horizontal movement, gravity, jumping, and punch cooldown. Player movement accelerates left/right and has friction; jumping applies a strong upward impulse and is allowed only while grounded. A punch only works when its cooldown is ready and the opponent is close horizontally and vertically. On a successful hit, launch the target strongly away from the attacker with substantial horizontal knockback and upward impulse, briefly flash the target, and emit a few small yellow spark particles. The CPU automatically approaches the player, occasionally jumps when near enough, and punches when within range. Falling beyond either edge ends the round: display “RIVAL RINGED OUT!” and increment the player score if the rival falls, or display “YOU FELL OFF!” and increment the rival score if the player falls. Stop the round and show the overlay again with the button changed to “REMATCH.” Preserve cumulative YOU and RIVAL scores across rematches.

Use this HUD layout: at the top left/topbar area, a dark translucent rounded card labeled YOU in blue with a large score below; at the top right, a matching card labeled RIVAL in pink/red with its score. Center the status/instruction text near the top. At the bottom left, provide large touch-friendly controls: left arrow, right arrow, up/jump arrow, and a yellow rounded PUNCH button. At bottom right show the compact keyboard legend “A / D move · W or Space jump · J punch” on larger screens, hiding it on narrow mobile screens. Support keyboard controls A or Left Arrow to move left, D or Right Arrow to move right, W or Space to jump, J or Enter to punch, and R after game over to rematch. Touch/pointer controls should work as hold buttons for movement, jump, and punch. Make the layout responsive to window size and keep the game playable on both desktop and mobile.

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