Arcade › Ultimate Showdown
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Johnson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ultimate Showdown yet. Play it, then tell Matthew Johnson what you would add next.
Ultimate Showdown was built by Matthew Johnson 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 Ultimate Showdown 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 3D wrestling game titled “Ultimate Showdown,” presented as an original TV-broadcast-style singles wrestling match rather than using any official wrestling brands, logos, roster likenesses, or copyrighted music. Use a Three.js-like 3D presentation with a high, slightly angled broadcast camera looking down into a square wrestling ring. The ring has a glossy pale gray/white canvas on a raised dark platform, subtle blue grid lines and a central “ULTIMATE LIVE” marking, gold trim around the apron, red and white three-level ropes, dark corner posts and turnbuckles, and glowing red/blue LED ribbons around the apron. Surround it with a dark arena floor, ringside barricades with alternating red and cyan lights, tiered blocks of colorful simplified crowd figures, animated crowd signs such as “ROOKIE REX,” “VIPER RULES,” “THIS IS AWESOME,” “PIN HIM,” “TAP OUT,” “BIG FIGHT,” “SHOWDOWN,” “TOP ROPE,” and “FINISHER,” overhead colored spotlights, an entrance ramp at the far end, and a large glowing jumbotron reading “ULTIMATE SHOWDOWN.” The lighting should be bright, polished, glossy, and cinematic, with cool blue ambient light, magenta/red/cyan/gold accents, shadows, fog, and occasional entrance pyro sparks. Make the core game a one-on-one match between two small stylized 3D humanoid wrestlers: the player is “Rookie Rex” with dark/black gear and red accents, and the opponent is “Iron Viper” with dark gear and blue accents. Use the provided animated modular humanoid-style character models when available, with a simple capsule/sphere humanoid fallback if models fail to load. Keep weapons and gear overlays absent; this is unarmed wrestling. Characters should have idle, walk/run, punch/attack, hit reaction, roll, wave/entrance, and victory-style animation states where available. Start with an entrance presentation: wrestlers appear on the ramp, wave/walk with name-card presentation, spotlighting and pyro, then face off in the ring. Make the entrance skippable with Enter/Space or the controller Menu button. Once the bell rings, place the wrestlers apart on the canvas and begin a 180-second match countdown. Implement real-time movement constrained to the ring, facing the opponent automatically during attacks. The player moves with WASD or arrow keys depending on player, or a left virtual stick/mobile touch control; the main player uses WASD, while a second player can use arrow keys in two-player mode. The game should support keyboard, mobile touch buttons, and Xbox-style gamepad controls. Keyboard actions: J or Space = light strike, K = heavy strike, L = grapple, I = reverse, O = pin or kick out, U = signature, H = submission hold, F = finisher, R = reset match, C = switch camera angle. Gamepad mapping: left stick/D-pad move; X/light strike, A/grapple, B/pin or kickout, Y/reverse, LB/heavy strike, RB/signature, LT/submission, RT/finisher, View/switch camera, Menu/pause or skip entrance. Mobile buttons should be labeled STRIKE, HEAVY, GRAB, PIN, SIG, SUB, REV, and FIN beside a virtual movement stick. Build the combat around health, stamina, finisher meter, status states, crowd hype, and the timer. Display a broadcast HUD across the top with a left fighter panel for ROOKIE REX and a right panel for IRON VIPER, each showing READY/status text and horizontal colored bars for health (red/orange), stamina (cyan/blue), and finisher progress. Center the match presentation with a large gold/orange translucent title card reading “ULTIMATE SHOWDOWN,” a prominent MM:SS countdown, and a “CROWD HYPE” meter. At the bottom-right show circular dark action buttons labeled REV, JAB, SLAM, GRAB, FIN, with FIN emphasized in a warm orange/red color; on touch layouts also expose the full mobile action set. Show contextual large messages such as BELL RINGS!, REVERSAL!, WHIFF!, LOW STAMINA!, COMBO BONUS!, FIGHT THE HOLD!, and move/finisher announcements. Combat rules and feel: light attacks are quick jabs/chops/forearms; heavy attacks are clotheslines, big boots, or running knees; grapples perform body slams, snap suplexes, or DDTs. Attacks cost stamina, stamina regenerates, successful attacks build finisher meter and crowd hype, and stronger attacks cause more knockback and longer stuns. Require at least 50 finisher meter for a signature, which spends part of the meter but leaves progress toward a future finisher; require 100 for a finisher, which empties the meter. Use named move callouts including “KNIFE-EDGE CHOP!”, “FOREARM SMASH!”, “QUICK JAB!”, “CLOTHESLINE!”, “BIG BOOT!”, “RUNNING KNEE!”, “BODY SLAM!”, “SNAP SUPLEX!”, “DDT!”, “VIPER CUTTER!”, “ROOKIE RUSH!”, “SPINEBUSTER SIGNATURE!”, “CROSSFACE LOCK!”, “ANKLE LOCK!”, “ARMBAR!”, “SHOWDOWN DRIVER!”, “TOP-ROPE FINISH!”, and “SIGNATURE SLAM!”. Include a short reversal window: pressing Reverse opens a temporary counter window, and a correctly timed counter stuns/damages the attacker, restores some defender resources, and displays REVERSAL!. Add chain-wrestling lock-ups when grappling a fresh standing opponent; the Arcade Brawler style should skip or reduce chains, Simple 2K should trigger them rarely, and Simulation Grapple should trigger them most often. During a chain, mash Strike, Grapple, Heavy, or Reverse to win the exchange. Grappling a stunned or badly hurt opponent should instead allow ground grapples such as mounted punches, elbow drops, and leg-hook attacks. Add corner interactions when an opponent is close to a ring corner: Grapple, Heavy, Signature, or Finisher can trigger a turnbuckle/corner move with the attacker climbing or striking and the defender stunned against the corner. Allow a Pin near a weakened opponent to start a visible laydown cover on the mat, with the defender down and the attacker covering. Show a pulsing spotlight on the cover location and a visible count progression toward ONE!, TWO!, THREE!; allow the defender to press Pin/Kickout, Reverse, or Light Strike to escape before three, and automatically break pins if the defender reaches the ropes. Keep all downed wrestlers visibly above the canvas rather than clipping through it. Add submission holds that drain the defender’s health and stamina over time; the defender can mash Pin/Kickout, Reverse, Strike, or Grapple to fill an escape meter, and submissions also break at the ropes. End the match on a successful three-count, a submission escape/finish condition as appropriate, health knockout/defeat, or at time expiry; at time expiry, the wrestler with higher health wins and equal health is a draw. Show a match-end winner/result message and victory animation, plus vibration feedback for major strikes, signatures, finishers, pins, kickouts, submissions, and match end. Use simple punch-impact and bell sound effects, crowd ambience/cheers, and synthesized entrance music/pyro if audio is available. On the main menu, provide buttons/options for One Player, Two Players, Custom Wrestlers, and a selectable combat system: “Simple 2K” (direct readable wrestling, lower CPU pressure), “Arcade Brawler” (faster strikes, easier combos, lower stamina punishment), and “Simulation Grapple” (slower/heavier action, higher stamina costs, more grapples, stronger selling/rope-break emphasis). Custom Wrestlers should allow changing the displayed player and opponent names, with defaults Rookie Rex and Iron Viper. Include pause, resume, restart with entrances, return to main menu, and reset-match behavior. The game should feel like a polished original arcade wrestling broadcast: premium dark HUD panels, bold condensed sports typography, bright gold/cyan/red/magenta highlights, responsive impact feedback, readable controls, and a clear playable ring-focused camera.