Appearance
Arcade › Alien Fighter
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kw built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Alien Fighter yet. Play it, then tell kw what you would add next.
Alien Fighter was built by kw 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 Alien Fighter 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 local two-player 3D versus arena fighter titled “Alien Fighter,” using a clean sci-fi neon aesthetic and a side-on perspective. Use Three.js-style 3D rendering: a dark navy space background with subtle fog and a field of stars, a wide rectangular metallic-blue arena platform with a bright cyan glowing edge, and a perspective camera positioned in front of the stage, looking slightly down at both fighters. Keep both fighters framed in a shared camera view; when they spread apart, pull the camera back slightly, and follow their midpoint horizontally. On initial load, show a full-screen player-selection overlay over the dimmed arena. The overlay is a dark translucent rectangular panel with a thin cyan border and the large spaced heading “PLAYER SELECT.” Include the instruction “Pick a fighter for each side, then lock in and start the match.” Show two side-by-side columns labeled “P1 SELECT” and “P2 SELECT.” Each column contains three selectable fighter cards: CYAN — “Balanced duelist” / “Fast cooldowns and steady pressure”; MAGMA — “Heavy hitter” / “Stronger strikes and harder blast hits”; TOXIC — “Agile skirmisher” / “Quick movement and longer shield uptime.” The currently selected card has a bright cyan outline and blue-gray highlighted background; locked selections remain visibly marked. Show selection instructions: P1 uses A/D to choose and F to lock; P2 uses Left/Right to choose and K to lock. Also support gamepads: left stick chooses and West/X locks. Display status text such as “Choose your fighters,” “P1 locked — P2 choose and lock in,” “P2 locked — P1 choose and lock in,” and “Both players locked in — press Enter to start.” Press Enter after both players lock to begin the match. The three fighters are small stylized humanoid aliens built from simple geometric meshes: a boxy torso, spherical head, two bright white glowing eyes, rectangular arms, and rectangular legs. Apply each fighter’s selected color and emissive glow: CYAN is pale/white-cyan with cyan-blue emission, MAGMA is warm peach/orange with red-orange emission, and TOXIC is light green with green emission. Place P1 on the left facing right and P2 on the right facing left. During selection, show the fighters posed on opposite sides of the arena behind the overlay. The match is a side-view duel with a floor-level ground plane and horizontal movement only, bounded at approximately the left and right edges of the platform. Each fighter has 100 health. Use gravity and jumping: P1 moves with A/D and jumps with W; P2 moves with Left/Right arrows and jumps with Up Arrow. Fighters can turn to face their current movement direction. Add simple walking leg and arm animations, and animate the attacking arm during strikes. Give each fighter these combat actions, triggered once per key press with cooldowns: melee strike, dash, energy blast, and temporary shield. P1 controls are F = strike, G = dash, H = energy blast, T = shield. P2 controls are K = strike, L = dash, ; = energy blast, O = shield. Gamepad controls for each assigned controller are left stick = move, South button = jump, West button = strike, East button = dash, Right Trigger = blast, and Left Trigger = shield. Melee strikes affect an opponent within a short forward range and deal fighter-specific damage: CYAN 14, MAGMA 18, TOXIC 12. A missed strike creates a small bright impact burst. Dash propels the fighter rapidly in the facing direction for a brief interval, has a 1.9-second cooldown, and grants a very short invulnerability window. Energy blast launches a glowing spherical projectile horizontally toward the opponent, with a 3.8-second cooldown; damage is CYAN 18, MAGMA 22, TOXIC 16. Projectiles disappear after roughly 0.9 seconds or when they leave the arena, and damage the opposing fighter on contact. Shield has a 5.5-second cooldown and lasts CYAN 1.6 seconds, MAGMA 1.3 seconds, or TOXIC 2.1 seconds; while active, reduce incoming damage to 25% and show a rotating glowing torus/ring around the fighter. Fighters also take continuous close-contact damage while they overlap. Hits should knock the target backward and slightly upward. Use bright visual feedback: cyan/orange impact particle bursts for damage, small light bursts for missed attacks, dash trails/bursts, glowing blue or orange spherical blasts, and a pulsing rotating shield ring. Make fighter emissive intensity increase while shielded or briefly hit. Keep the arena uncluttered and arcade-like. At the top of the gameplay screen, show a TV/console-style HUD: left “P1 [fighter name]” with a horizontal health bar, right “P2 [fighter name]” with a horizontal health bar, and a center/status row containing the current round (starting at “Round 1”), score in the form “P1 0 - 0 P2,” and match state such as “Player Select,” “Versus,” or “Round Over.” Use fighter-appropriate bar colors (cyan for P1/CYAN, warm orange for MAGMA, green for TOXIC). Beneath this, show compact cooldown text for both players, listing Strike, Dash, Blast, and Shield as either “ready” or a one-decimal countdown. During selection this area instead identifies the selected fighters and whether they are locked. When a fighter reaches zero health, stop the round, increment the winner’s score, and show a centered overlay message such as “P1 WINS” or “P2 WINS,” with “Press R for rematch · Press Enter for player select.” R resets the round while retaining the score and selected fighters; reset both fighters to their starting positions and restore full health. Enter after a round opens player select, clears both locks, resets scores and round number, and allows new fighter choices. Scores carry across rematches until player select/restart. Include collision bounds, jump gravity, action cooldowns, health updates, projectile cleanup, and responsive resizing. Support the game-state/debug interface window.getGameState() and window.setGameState() so player positions, health, score, selections, cooldowns, round number, selection state, game-over state, pause state, and projectiles can be inspected or patched.