Arcade › TikTok LIVE Boxing Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Real Time built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about TikTok LIVE Boxing Arena yet. Play it, then tell Real Time what you would add next.
TikTok LIVE Boxing Arena was built by Real Time 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 TikTok LIVE Boxing Arena 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 browser-playable low-poly 3D arcade boxing game titled “TikTok LIVE Boxing Arena.” Render it with Three.js or an equivalent real-time 3D engine in a dark navy-black scene with a fixed elevated perspective camera looking toward the center of a boxing ring. Use a wide cinematic camera view: the ring canvas occupies the middle/lower scene, the HUD overlays the top, and the audience is visible behind the far ropes. The arena should feel like a stylized broadcast/game stream rather than a realistic simulation. Build the arena from simple geometric meshes. Add a large dark floor beneath a light gray/white rectangular ring canvas, four gold corner posts, and four horizontal ropes around the ring. The ropes should be vividly emissive: blue on the lower portion and pink/red on the upper portion. Behind the ring, place several rows of blocky audience figures made from blue and red rectangular bodies with small tan cylindrical heads, plus simple colored light strips high in the background. Use soft shadows, a warm key light, cool blue fill/rim lighting, fog, and a dark navy background. Keep the art deliberately low-poly and toy-like, with box and low-sided cylinder geometry. Place two stylized caricature-like boxers facing one another in the ring. Fighter 1 starts on the left at approximately x=-2.2 and uses a blue torso, white shorts, blue gloves, black legs, white shoes, tan skin, a cylindrical head, black hair, simple white eyes, and a protruding block nose. Fighter 2 starts on the right at x=+2.2, faces left, and uses a red torso/shorts and red gloves with the same simplified body construction. Their visible names in the HUD are exactly “VLADIMIR PUTIN” on the left and “VOLODYMYR ZELENSKYY” on the right. Do not add detailed facial likenesses; preserve the simple geometric caricature style. Make this a timed boxing match with three rounds. Each boxer begins each round with 100 health. The match starts at ROUND 1 with a 60-second timer. At the end of a round, award the round point to whichever boxer has more health, show a short “ROUND [number] COMPLETE” announcement, reset both fighters and begin the next 60-second round. After round 3, show the final result: the boxer with more round points wins, or show DRAW if tied. If a boxer’s health reaches zero before time expires, end the match immediately with a large “KNOCKOUT!” announcement followed shortly by “[WINNER] WINS!” Use a large centered glowing white announcement banner with pink/red glow for round transitions, knockout, and winner text. Implement combat with these exact keyboard controls: A = Fighter 1 punch, S = Fighter 1 heavy attack, D = Fighter 1 special attack; J = Fighter 2 punch, K = Fighter 2 heavy attack, L = Fighter 2 special attack. A punch deals 7 damage, heavy deals 14, and special deals 22. Attacks animate the right glove thrusting forward for roughly 0.36 seconds, with larger thrusts for stronger attacks. Heavy and special hits cause a stronger brief stagger/knockback effect, camera shake, and a burst of small white particles. Ordinary hits also cause a smaller camera shake and slight knockback. Allow a defender to be in a short guard state so blocked damage is reduced to 25 percent; this guard is used by the automatic opponent behavior rather than exposed as a separate player key. Add simple synthesized impact sounds if possible, with heavier attacks using a lower, harsher tone. The boxers should also fight automatically: while the match is active, periodically choose a fighter at random, have it throw either a normal punch or occasional heavy punch, and sometimes put that fighter into a brief guard state. Gift-triggered attacks are processed in a queue so repeated gifts can produce multiple attacks spaced by about 0.12 seconds, capped at 20 queued attacks per event. Pause the simulation with SPACE while continuing to render the scene, and restart the entire match with R. Display a paused/live status accordingly. Design the fixed HTML HUD as follows. Across the top, show the left name in bright cyan and the right name in bright pink, each above a rounded dark health bar with a bright gradient fill. The left health fill should transition from mint/green to cyan; the right fill should transition from gold/yellow to pink/red. In the top center show the gold label “ROUND 1” or the current round, a large white remaining-seconds number, and a small score such as “0 — 0.” Use bold uppercase typography, letter spacing, dark text shadows, and responsive sizing. On small screens preserve the three-column arrangement as much as possible. Add a lower overlay for live-gift interaction. Show a stack of up to four recent gift-feed messages in the lower-left, each as a dark translucent rounded panel with a gold left border, formatted like “viewer123 sent Rose x10!” with the username highlighted gold. In the lower-right provide a dark translucent “TEST GIFTS” panel with buttons labeled ROSE, GG, HEART, LION, and UNIVERSE. The game should expose gift handling through a browser function such as dispatchGift/receiveGift and optionally connect to a local Server-Sent Events endpoint at /events. A POSTed gift payload has gift, user, repeat, and attacker fields, where attacker is fighter1 or fighter2. Map gifts for either fighter as: Rose = punch, GG = punch, Heart = heavy, Lion = special, Universe = devastating. A devastating attack deals 32 damage, has the largest glove thrust, strongest camera shake, and the largest particle burst. Show a centered bottom status line such as “LOCAL GIFT BRIDGE READY · POST /gift,” changing to a message like “viewer123 → Universe x10 · DEVASTATING” when a gift arrives. Include a small top/right hint reading “A/S/D vs J/K/L · SPACE pause · R restart.” The completed result should be immediately playable in test mode without requiring a TikTok account, while allowing an optional local gift bridge to inject live events. Keep all gameplay and visuals grounded in this specification: a dark low-poly boxing broadcast, two geometric color-coded fighters, health/timer/round HUD, automatic attacks, keyboard controls, test gift buttons, gift-feed notifications, round scoring, pause/restart, camera shake, particles, knockout, and final winner states.