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Arena Clash

  • 2d
  • fighting
  • arcade
  • cyberpunk
  • one-on-one
  • mobile
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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. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arena Clash yet. Play it, then tell Cameron Mains what you would add next.

Make your own game

Arena Clash was built by Cameron Mains 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 Arena Clash 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 Arena Clash

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 single-screen 2D arcade fighting game titled “Arena Clash,” rendered responsively in a full-window HTML canvas with an overlaid HUD and mobile touch controls. The match is a one-player fight: NOVA // P1, a pink/red neon stick-like fighter with a cyan accent, battles VOLT // P2, a yellow/gold fighter with a purple accent. Show both fighters on a flat arena floor, initially around 30% and 70% of the screen width, always facing each other. Keep the camera fixed and side-on; jumping raises fighters vertically but there is no scrolling.

Use a vivid cyberpunk sunset city backdrop: a vertical gradient from deep navy at the top through blue to pink/orange near the horizon, with semi-transparent cyan and magenta rectangular skyscrapers of varying heights and small glowing square windows. The bottom fifth is a dark navy/black arena floor with a slightly raised horizontal edge and cyan perspective grid lines radiating from the center horizon toward the bottom and sides. Draw fighters as stylized chunky outlined figures with dark near-black outlines, glowing colored shadow accents, oval heads, a small accent visor/face shape, angular torso, outstretched arms, and separated legs with accent-colored shoes/hands. Add a subtle idle bob. During an attack, draw a bright translucent curved slash arc near the attacking fighter. Use colorful square particle bursts for impacts and special attacks.

Implement a 60-second round. The top HUD has NOVA // P1 at left and VOLT // P2 at right, each with a white-bordered, slightly skewed health bar; NOVA’s bar fills with a yellow-to-orange/red gradient, while VOLT’s fills cyan-to-purple. Center a large white countdown timer beginning at 60. Health starts at 100 for both and decreases to zero. Briefly show a gold “FIGHT!” message at round start; when a fighter is defeated, show “NOVA WINS!” or “VOLT WINS!”; if time expires, award the win to NOVA when NOVA’s HP is at least VOLT’s, otherwise VOLT. Stop the round after a win and allow R to restart.

Controls: for NOVA, A/D or Left/Right move horizontally, W or Up jump, J (also a PUNCH button) performs a fast punch, K (KICK) performs a slower stronger kick, and L (BURST) performs a special burst. Clamp movement to roughly 9%–91% of the arena width. Jump with simple gravity and prevent double jumping. VOLT is AI-controlled: move/face toward NOVA, use punches and kicks at close range, and occasionally use the special burst at medium range. Fighters cannot attack while attacking or in hit stun. Punch lasts about 0.22 seconds and deals 6 damage at short range; kick lasts about 0.38 seconds and deals 10 damage at a somewhat longer range; burst lasts about 0.7 seconds, costs 35 energy, deals 20 damage at the longest range, causes stronger knockback/hit stun, and emits a larger accent-colored particle burst. Recover burst energy gradually to a maximum of 100. Attacks resolve after a short delay, only hit when horizontal distance is within the move’s range and vertical distance is close enough, and push the defender backward. Track a short combo window: consecutive hits increase a counter and briefly display text such as “2 HIT!” or “3 HIT!” in large white italic type near the upper center.

Overlay large touch-friendly controls along the bottom: a directional pad on the left with up, left, down, and right arrow buttons, and three colored action buttons on the right labeled PUNCH (pink/red), KICK (blue), and BURST (orange/gold). On desktop, show the help text “A/D move · W jump · J punch · K kick · L burst · R restart” along the bottom; hide it on coarse/touch input. Use bold condensed-looking sans-serif typography, white text with dark shadows, rounded buttons, strong neon colors, and responsive sizing for portrait mobile layouts. Do not add weapons, health/life systems, stages, projectiles, blocking, or additional characters beyond what is described.

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