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Arcade › Sky Ring
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jose Castillo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Ring yet. Play it, then tell Jose Castillo what you would add next.
Sky Ring was built by Jose Castillo 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 Sky Ring 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.
Recreate a browser-based 3D arcade boxing game titled “Sky Ring” using Three.js, with a bright anime/MMD-inspired presentation and first-person camera. The player stands inside a square boxing ring and faces Mika Frost at close range. Use a pale sky-blue background with light fog, soft bright arena lighting, toon-shaded geometry, dark blue crowd silhouettes around the outside, a white canvas floor with a gold circular center logo, blue apron, dark navy corner posts, and three horizontal ropes around the ring: blue on the lowest level, white in the middle, and red on top. Keep the camera at approximately head height (perspective field of view around 68 degrees), looking toward the opponent; show the player’s red boxing gloves and small forearms at the bottom of the view, with the gloves moving upward into a guard pose or thrusting forward during punches. The player can move freely around the ring but is clamped inside its bounds. Mika Frost is the opponent directly ahead: a stylized female anime boxer with a pale skin tone, large sky-blue eyes, white hair with bangs and a long right-side ponytail tied with blue, a sky-blue athletic top and shorts, blue gloves, and bare feet. Use an animated female character model when available, with idle and punch animation states, while preserving the recognizable Mika color/design silhouette. Mika approaches and retreats to maintain roughly boxing distance, lightly bobs, and periodically telegraphs an attack by winding up for about 0.78 seconds. Display a clear message such as “Mika loads LEFT — slip!” or “Mika loads RIGHT — slip!” during the wind-up, then have her punch. The player can avoid the attack by moving laterally, using a quick slip, or guarding. A missed/slipped attack creates a short counter window; a successful guard also enables a counter opportunity. Make the opponent briefly stun on being hit. Core rules: begin a 90-second round with both fighters at 100 health and the player at 100 stamina. The player’s regular punch costs 14 stamina, has about a 0.38-second cooldown, and deals 7 damage at close range; a punch during the counter window deals 18 damage, while hitting a stunned opponent deals 11. Punches only connect within roughly 1.38 distance and with the player sufficiently aligned laterally. A punch that is too far away resets the combo and displays “Too far! Step in.” Successful hits display “Jab landed,” a numbered “HIT!” combo, or “COUNTER!” and cause a subtle camera kick and punch impact sound. The player’s quick slip left/right (Q/E) costs 18 stamina, moves laterally about 0.78 units, grants about 0.28 seconds of invulnerability, and displays “Slip!”; it has a short cooldown. Guard reduces movement speed and incoming punch damage from 7 to 2, but does not make the player fully invulnerable. Stamina regenerates continuously, more slowly while guarding. Mika’s successful attack displays “Mika tags you!”, while a guarded attack displays “Perfect block — counter!” and a dodged attack displays “Slip! Counter now!”. End the fight immediately on knockout, or when the timer reaches zero; the fighter with greater or equal health wins on points. Show “K.O. — You win!”, “Down! Mika wins”, “Time! You win on points”, or “Time! Mika wins on points,” then provide a REMATCH button that resets the round. Build a translucent, rounded, dark HUD over the game. Across the top, place a left health panel labeled “YOU” with a pink-to-yellow health bar, a central timer beginning at 90, and a right health panel labeled “MIKA FROST” with a cyan-to-pale-blue health bar. Place a stamina panel below the left side with a green-to-yellow stamina bar. Put a centered, large pale-yellow status/message text below the top HUD for round instructions, telegraphs, hit feedback, and counter messages. Add a square Mika portrait card at upper right with a cyan/blue background, anime Mika image, and “MIKA” label. At the bottom, show help text: “Move/Slip: WASD / arrows · Quick slip: Q/E · Punch: J or Space · Guard: K · Mobile: left stick + buttons”. On mobile, show a translucent circular virtual joystick at lower left and large rounded GUARD (purple) and PUNCH (blue) buttons at lower right; hide these touch controls on wider desktop screens. Support WASD and arrow movement, Q/E quick slips, J or Space punch, K guard, and mobile joystick/buttons. Use a responsive full-screen canvas with touch-action disabled and keep the clean, colorful, low-poly/toon aesthetic shown in the reference.