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Street Brawl 84

  • 3d
  • brawler
  • team-based
  • arcade
  • night
  • rain
  • multiplayer
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. Madyson Roney built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Street Brawl 84 yet. Play it, then tell Madyson Roney what you would add next.

Make your own game

Street Brawl 84 was built by Madyson Roney 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 Street Brawl 84 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 Street Brawl 84

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 third-person 3D team street-brawler called “Street Brawl 84.” The player drops into a rainy nighttime neighborhood alley skirmish between two color-coded factions: blue Greasers and red Socs, with AI bots filling out the opposing and allied teams. Use a slightly elevated chase camera that follows the active player(s), looks toward the center of the arena, and dynamically frames the fighters; the visible world should be a compact rectangular wet street bounded by dark brick and industrial walls, with reflective dark pavement, foggy near-black sky, warm pools of light from street lamps, falling rain, parked cars, fences, crates, trash bins, debris, and metal fire escapes along both side walls. Keep the scene readable and cinematic, with simple stylized low-poly capsule-bodied fighters: colored capsule torso, pale spherical head, and a glowing colored ring on the ground under each fighter. Blue is Greasers and red is Socs, with bright white hit flashes and expanding colored ring effects for attacks, dodges, abilities, and impacts.

Start at a menu overlay titled “Street Brawl 84” with the subtitle “Rain. Alley fights. Greasers vs Socs.” Provide selectable settings for Team Deathmatch, Territory Control, or Last Team Standing; Greasers or Socs faction; 4, 6, or 8 bots; and optional local co-op. Include Start Match, Create Lobby, Quick Match, a six-character join-code field and Join button. Offline solo play is the normal path; also support the visible prototype tab-to-tab lobby concept where a host creates a code, a guest joins, the host runs the simulation and sends snapshots, and the guest sends controls for a remote fighter, with bots still filling the roster.

Build a rectangular arena approximately 44 units wide by 27 units deep. Put a glowing circular center territory zone with a radius around 5 units, plus two translucent blue shortcut strips down the far left and right alley lanes that give fighters a modest movement-speed boost. Add two pulsing yellow weapon-hotspot circles near opposite alley corners where pickups tend to respawn. Scatter glowing upright bottle/trash pickups around the arena. Fighters can approach and pick up an object, carry it visibly in front of them, then throw it; thrown objects arc with gravity, damage a nearby fighter on impact, disappear, and respawn after a short delay, often at a hotspot. Props including fences, cars, crates, and trash are destructible, briefly disappear when smashed, and respawn.

Gameplay must include AI opponents that choose the nearest enemy, pursue them, sometimes move toward hotspots, dodge at low health, block when an enemy is attacking, attack at close range with light/heavy choices, use faction abilities, and pick up or throw nearby objects. Each fighter has health, stamina, an ability-energy meter, attack cooldowns, dodge cooldown, combo timing, blocking, hit stun, knockouts and (except in Last Team Standing) respawn after about three seconds. Greasers are faster, have slightly lower health/durability, faster combo chaining, and lower damage; their Q ability is “Rush,” a burst dash that temporarily increases movement/combo pressure and creates a blue effect. Socs are slower but tougher, deal stronger heavy damage and block more efficiently; their Q ability is “Guard Breaker,” a short-range shield-bash/pulse that damages, staggers and shoves nearby enemies with an orange effect. Ability energy regenerates over time and abilities require a full meter plus cooldown.

Implement these controls: Player 1 uses WASD to move, F for light attack, G for heavy attack, Left Shift to block, Space to dodge, E to pick up or throw an object, and Q for the faction special. Player 2 local co-op, when enabled, uses IJKL to move, semicolon for light, apostrophe for heavy, N to block, P to dodge, O to pick up/throw, and U for the special. R restarts a match, M cycles modes, and 2 toggles local co-op. Movement should be normalized and constrained to the arena. Blocking slows movement and drains stamina; attacks consume stamina and use directional range checks. Light attacks have short range and rapid combo chaining up to three steps; heavy attacks have longer range, higher damage, more knockback, and can throw a held pickup. Dodges consume stamina, have a cooldown, and burst in the current movement/facing direction. Blocking reduces incoming damage and can counter an attacker during a brief counter window, staggering and pushing them back. Resolve fighter and prop collisions so fighters cannot overlap.

Mode rules: in Team Deathmatch, award one team point for every knockout and end when either Greasers or Socs reaches 12. In Territory Control, count active fighters standing inside the center circle; the team with more fighters steadily builds its control score up to 100, and the first to 100 wins. In Last Team Standing, do not respawn fighters and end when one team has no active fighters. Keep the match timer running and display a feed of combat events such as mode start, knockouts, counters, broken props, ability use, and the winner.

Use a compact HUD that remains over the action. Across the top show the current mode, “Greasers 0 - 0 Socs” or the two territory values, elapsed timer, and Offline/host/joined network status. Show a left-side event feed and an objective line that says whether the center is neutral or which faction is holding it, plus hotspot/mode context. Along the bottom show two large translucent status cards with blue/red accent borders for Player 1 and Player 2/Remote: faction, ability state, health bar, stamina bar, and ability-energy bar. In the match hint, show the controls in the style “WASD move • F/G attack • Shift block • Space dodge • E grab/throw • Q faction skill • M mode • 2 local co-op • R restart.”

Use Three.js-style real-time 3D rendering, soft fog, rain particle points, reflective wet materials, shadowed warm streetlights, dark navy/charcoal environment, strong blue and red faction accents, and simple readable geometry. Add small synthesized impact/attack/dodge/pickup sounds if audio is available, but gameplay must work without sound. There are no cutscenes; the core experience is immediately playable combat in the rainy alley arena.

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