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Arcade › Rumble Row
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Rumble Row was built by Stephen Newton 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 Rumble Row 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 local two-player 2.5D arcade fighting game titled “Rumble Row,” presented in an orthographic Three.js-style side view. The visual presentation is a dark, polished nighttime street/alley: deep navy-to-black gradient sky, large pale moon at upper right, layered silhouettes of city buildings with atmospheric purple fog, a broad charcoal street and curb, repeated yellow lane markings, and simple glowing street lamps. Use rounded capsule/sphere-based 3D fighter rigs with strong readable silhouettes, body lean, stride, airborne posing, attack follow-through, hit flashes, camera shake, and small particle sparks on impact. The fighters face one another on a bounded horizontal arena and the camera tracks the midpoint between them with subtle parallax in the skyline. The game opens on a character-select screen with the large title “RUMBLE ROW” and subtitle “Pick your fighter. First to 2 rounds wins.” Show five selectable fighter cards in a responsive grid, each with a colored gradient portrait block, name, archetype, description, and five-segment Speed/Power/Guard bars. The five original fighters and their exact roles/descriptions are: Hobo King (Striker; “Short blade duelist with quick sword arcs and a floating crown.”; speed 3/5, power 4/5, guard 3/5), The Brick (Tank; “A wall of fists — slower, heavier, and hard to knock back.”; speed 2/5, power 5/5, guard 5/5), Reaper on Wheels (Striker; “Scythe slashes backed by a roaring bike wheel and long reach.”; speed 3/5, power 4/5, guard 3/5), The Shart (Tank; “Tall heavy bruiser with a towering hair stack and a mean hammer launch.”; speed 2/5, power 5/5, guard 5/5), and Zippy (Speedster; “Fastest feet in the alley — low damage, sharp strings, huge mobility.”; speed 5/5, power 2/5, guard 2/5). Give each card its own dark colored styling and show P1/P2 selection highlights, with text panels reading “P1 Cursor: …” and “P2 Cursor: …”; either player can lock in and a locked fighter can be unlocked with block or heavy attack input. Include controller guidance and keyboard fallback text. Build distinct low-poly/rounded fighter models. Hobo King is short and broad with a patched blue-gray coat, large pale beard, floating gold crown, and short sword. The Brick is a broad brick-red masonry-bodied tank with chunky shoulders, brick-pattern torso, and oversized fists. Reaper on Wheels is a dark hooded skeletal figure with pale limbs/ribs, glowing cyan eyes, a long scythe, and a large wheel motif behind it. The Shart is a tall heavy brown/orange bruiser with towering black hair, gold wrist bands, and a large sledgehammer. Zippy is a compact bright-blue speedster with a white scarf/headband and bright sneakers. Use the character-specific speed, health, power, defense, jump, reach, and special differences reflected by these archetypes: Hobo King health 108/speed 6.1; Brick 132/4.4; Reaper 104/5.6; Shart 138/4.2; Zippy 96/7.3. Zippy should have low damage and high mobility/trail effects, tanks should be slower but durable, and weapon fighters should visibly use their sword, scythe, or hammer. After both players confirm, run a best-of-three match: first player to win two rounds wins. Each round starts with a centered announcement “ROUND 1” (or current round), then “FIGHT!”, with a 60-second timer. During combat, overlay a HUD at the top with P1 name and health bar on the left, P2 name and health bar on the right, the timer centered, “ROUND n,” and two circular round-win markers for each player. Health bars should shrink according to each fighter’s actual maximum health and show damage clearly. Implement direct local keyboard controls. Player 1: A/D move, W jump, S crouch, F light punch, G heavy punch, V light kick, B heavy kick, C block, R special, T dash, Space confirm. Player 2: Left/Right move, Up jump, Down crouch, J light punch, K heavy punch, N light kick, M heavy kick, L block, U special, I dash, Enter confirm. Also support two gamepads: left stick/D-pad movement, A/X/B/Y mapped to attacks, RB block, RT special, LB dash, A or Start confirm. Movement is horizontal with automatic facing toward the opponent, friction-like acceleration, arena edge clamping, fighter collision/pushback, gravity and jumps. Combat must include grounded light punch, heavy punch, light kick, heavy kick, crouching jab, low sweep, aerial punch, aerial kick, and a character-scaled special move. Attacks have startup/active/recovery timing, range, vertical hit windows, damage, hitstun, knockback, lift, and some forward movement. Ground attacks cannot be freely stacked while already attacking or stunned. Blocking is ground-only and reduces incoming damage to roughly a small fraction while causing block stun and blue guard sparks; low sweeps are blocked while crouching and high attacks are blocked while standing. Successful hits cause damage, hitstun, knockback, launch/lift, brief invulnerability, white/yellow impact sparks, hit flash, brief hit freeze, and camera shake. Specials are upward/launching attacks with stronger character-specific reach, damage, lift, and motion; name them by fighter as Royal Rise, Mason Rush, Wheel Reap, Demolition Lift, and Cyclone Heel. Dash is a short fast ground burst with a forward-leaning pose and translucent afterimage trails; Zippy should also leave trails at high speed. Include fighter animation states for idle, walk, crouch, crouch-block, block, jump/fall, dash, attack, hit, and KO, with weapon motion following attacks. End a round when either health reaches zero or the timer expires. Display “KO!” for a knockout or “TIME!” on timeout, award the round to the fighter with greater health (on equal health use the implemented deterministic tie behavior), update the round markers, and automatically begin the next round after a short pause while preserving round wins. When one player reaches two wins, show a result overlay with “<fighter name> WINS!” and the instruction “Press confirm on either controller or keyboard to return to character select.” Confirming returns to selection and resets the match. Keep the DOM HUD and menus layered over the 3D renderer, with pointer-safe overlay behavior, and make the layout responsive to the viewport.