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Arcade › Slam City Ransom
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dut H.C. built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slam City Ransom yet. Play it, then tell Dut H.C. what you would add next.
Slam City Ransom was built by Dut H.C. 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 Slam City Ransom 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 browser game titled “Slam City Ransom,” a goofy arcade 2.5D side-scrolling open-world brawler built in a dark orthographic Three.js scene. The camera is an orthographic elevated side view looking down a long horizontal city street, following the player along X with slight Z following; characters are chunky flat billboard-like planes rather than detailed 3D models. Use a deep navy background/fog, a wide desaturated blue street with two lighter blue sidewalks, and rows of simple dark-blue rectangular background buildings on both sides. Place two prominent door landmarks along the street: a cyan SHOP sign/door around the middle of the street and a hot-pink GYM sign/door farther right. The street should span roughly from x=-10 to x=330, with limited lane depth from z=-5.5 to z=5.5. The player is a simple chunky fighter made from layered flat rectangles: bright green body, dark belt, peach rectangular head, and a circular dark ground shadow. Start the player near the left side of Main St. at approximately x=10, z=0. Spawn roaming enemies near the camera over time, capped at about six active enemies and kept away from the extreme world edges. Enemies use the same chunky layered fighter construction with varied blue or yellow bodies and contrasting belts, and are named Goon or Heel. They approach the player, move around in the lane, and periodically attack when close. The player and enemies should face left/right by flipping their flat meshes, bob subtly while moving, and use simple movement physics, friction, knockback, jumping, and screen shake. Implement the core brawler loop: explore Main St., fight roaming gangs, earn cash and XP from KOs, and spend cash at the Shop. Player controls are WASD or arrow keys to move left/right and slightly up/down through the lanes; hold Shift to run faster while draining stamina; J punches; K kicks; I or Space jumps; U performs a powerful forward special costing 30 stamina; T taunts and temporarily accelerates stamina recovery; L grabs a nearby enemy in front of the player. While holding a grapple, press L again to throw: neutral performs an Irish Whip, Up performs a Suplex, Down performs a Body Slam, and the direction behind the player performs a Backdrop. Grapples only work at close range and while facing an enemy. Add attack windup/active/recovery timing, directional facing checks, damage, knockback, hit sparks, heavy-hit screen shake, invulnerability windows, and enemy downed timers. Jumping followed by J performs a Flying Punch and jumping followed by K performs a Dropkick. K while running can become a stamina-costing heavy Big Boot. Make the special a large forward lariat-like attack with strong knockback and knockdown potential. The Gym is entered by standing near its door and pressing E. On entry, remove the street enemies, move the player into a compact ring arena, and spawn exactly three stronger Challengers. Show a separate ring scene/instance with a blue mat and dark apron, four pale-blue corner posts, three hot-pink ropes on each side, and yellow corner pads. Keep fighters within ring bounds. Give the ring ropes actual bounce behavior: fighters moving into a rope rebound with velocity, blue sparks, a sound, and a brief rebound window. Immediately after bouncing, J or K performs a fast powered rebound punch or rebound kick. Allow grabbing a Challenger into a corner and pressing J for Turnbuckle Smash or K for Corner Toss; L still performs the normal throw. Add the Gym pin interaction: after a Challenger is knocked down, stand nearby and press E to start a pin. A simple striped black-and-white referee should slide into position before counting. During a pin, mash J or K to keep the hold alive. Display toast-style messages for PIN, referee arrival, ONE!, TWO!, THREE!, kickout, and pin breaks; animate the referee’s visible slap with sparks and thumps at each count, and use screen shake and a dramatic pop/launch for a late kickout. A successful three-count KOs the pinned enemy. When all three ring opponents are cleared, tell the player to press E to leave and return to Main St. with the player placed outside the Gym. Create a simple Shop interaction: near the Shop, press E to open a text prompt/menu; keys 1, 2, and 3 buy upgrades, and Escape closes it. Option 1 costs $40 and increases maximum HP by 15 while healing to full; option 2 costs $50 and increases power by 2; option 3 costs $50 and increases speed by 1. Enemies drop randomized cash (ordinary foes approximately $6–7; Gym Challengers5), and the player gains a small stamina refill on KO. There is no hard victory state: it is a sandbox loop. If HP reaches zero, respawn at the start of Main St., restore HP and stamina, and lose 20% of current cash. Keep the Gym reset/exit behavior consistent if the player dies there. Use a HUD fixed over the game in the upper-left: dark translucent rounded pills with thin blue borders and pale text showing “HP: current/max,” “ST: current/max,” cash as “$amount,” and the current zone (“Main St.” or “Gym Ring”). Start with the player’s code-level values around 110 maximum HP, 100 stamina, power 11, and speed 9, while allowing the HUD to update live. Under the HUD, show a wide dark translucent rounded hint panel with the keyboard instructions: “Move: WASD/Arrows • Run Shift • Punch J • Kick K • Grab L • Jump I/Space • Air J/K • Special U • Taunt T • Pin/Interact E • Pause P.” Change this contextual hint near the Shop, Gym, grapples, and corner grapples. Show centered bottom toast notifications for combat and interaction feedback. Support keyboard pause with P. Also support gamepads: left stick/D-pad movement; Xbox-style mapping A jump, X punch, B kick, Y grab, RB special, LB taunt, LT/trigger or L3 run, View interact/pin, Menu pause; detect PlayStation pads and display PlayStation glyph equivalents. F2 cycles controller prompt display Auto, PS, Xbox, Off and saves that preference locally. Use lightweight synthesized triangle/membrane-style sound effects, enabled after the first click or keydown, for attacks, thumps, rope bounces, counts, and upgrades. Use bright yellow hit sparks for normal attacks, pink sparks for heavy attacks, cyan sparks for rope rebounds, and small rectangular particles that arc and fade. Keep the overall art intentionally minimal, colorful, chunky, arcade-like, and faithful to the visible HUD and flat 2.5D construction.