Arcade › Arena Dövüşü
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elif Ebrar Mendeş built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arena Dövüşü yet. Play it, then tell Elif Ebrar Mendeş what you would add next.
Arena Dövüşü was built by Elif Ebrar Mendeş 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 Dövüşü 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.
Recreate a responsive 2D side-view local multiplayer fighting game titled “ARENA DÖVÜŞÜ” (Arena Fight), using a full-screen HTML canvas with a dark navy arcade aesthetic. The camera is fixed and shows the entire arena; do not use scrolling. Draw a vertical dark navy-to-near-black gradient background, a low dark city/block skyline made from simple rectangular silhouettes, and a horizontal dark fighting floor around 78% of the screen height with a blue-gray top edge and evenly spaced short lane markings below it. Place two simple stylized fighters on the ground, initially around 28% and 72% of the screen width. Player 1 is cyan/blue and Player 2 is pink/coral. Each fighter is a blocky humanoid: a colored rectangular torso, peach circular head, dark navy horizontal visor/band across the face, colored rectangular arms, a forward striking arm when attacking, and a soft dark oval shadow under the feet. Display “P1” and “P2” above the fighters. Player 1 faces right initially and Player 2 faces left initially, with facing changing when they move. Keep fighters inside the screen boundaries and support jumping with gravity. Implement real-time local two-player combat. Player 1 controls: A/D move left/right, W jump, F punch, G kick, Q temporary invisibility, E laser projectile, Z ice projectile, and X teleport. Player 2 controls: ArrowLeft/ArrowRight move, ArrowUp jump, K punch, and L kick. On touch/coarse-pointer devices, show on-screen controls near the bottom: directional pads and two round attack buttons for each player. On desktop, show a compact Turkish controls hint along the bottom. Movement should be smooth, with horizontal acceleration-like direct speeds around 250 px/sec and friction when no direction is held. Jump vertically with strong gravity, allowing a grounded jump only. Punches and kicks have short attack windows; punches reach approximately 60 px and deal 9 damage, kicks reach approximately 72 px and deal 14 damage. A successful close-range hit briefly flashes/stuns the victim and knocks them backward. Prevent repeated damage from a single attack window. Fighters have 100 HP and cannot act briefly while stunned. Player 1’s powers must work as follows: Q makes Player 1 nearly invisible for about 3.2 seconds, with a faint translucent rendering and a purple burst at activation. E fires a fast yellow laser in the current facing direction, with about a 1.2 second cooldown; on impact it deals 18 damage and briefly stuns Player 2. Z fires a slower cyan ice bolt with about a 1.8 second cooldown; on impact it does not damage but freezes Player 2 for about 2.2 seconds, rendering an icy outline/translucent effect. X teleports Player 1 near the opponent, with about a 2.2 second cooldown, flips Player 1 to face the opponent, and creates a purple burst. Projectiles should expire off-screen or after their lifetime, and impacts should create expanding colored ring effects. Player 2 has no special powers beyond movement, jumping, punches, and kicks. At the top HUD, show two white-outlined health bars: Player 1 on the left with a cyan-to-blue fill and “OYUNCU 1” in cyan above it; Player 2 on the right with a pink-to-orange fill mirrored from the right and “OYUNCU 2” in pink above it. Center the large bold white title “ARENA DÖVÜŞÜ” with a black shadow. Under it show gold Turkish round text: initially “İlk 3 puanı alan kazanır”; during play show the round/score status such as “Raund 1 · İlk 3 puanı alan kazanır” and then “Skor 1 - 0 · R ile yeni raund” after a round. When a fighter’s HP reaches zero, stop the fight, award the round point to the winner, and display a large centered white shadowed message “OYUNCU 1 KAZANDI!” or “OYUNCU 2 KAZANDI!”. Continue rounds until one player reaches 3 wins, then display “OYUNCU 1 MAÇI KAZANDI!” or the equivalent for Player 2. Press R or Enter to start the next round, or restart the match after the match victory; reset HP and positions while retaining the match score between ordinary rounds. Use Turkish labels and messaging exactly where shown. Use crisp canvas-rendered geometric shapes, bold Arial-like typography, high-contrast neon cyan versus hot pink colors, subtle attack/projectile flashes, and no invented characters, items, platforms, weapons, enemies, or background interactions beyond the simple skyline and floor described above.