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Arcade › Aura Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pauline Johnson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Aura Clash yet. Play it, then tell Pauline Johnson what you would add next.
Aura Clash was built by Pauline 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 Aura 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.
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-based local two-player side-view arena fighting game titled “Aura Clash.” Use a compact responsive layout on a dark navy page, with a top HUD, central arena, keyboard instructions, and mobile touch controls. The HUD should show two color-coded fighters and their health: Star Brawler on the left in purple and Shield Hero on the right in green. Give each a large rounded horizontal HP meter with a white border, dark inset edge, gradient fill, and centered numeric value starting at 100. Put “Round 1” centered between the meters. A round reset increments the round number and restores both fighters to 100 HP. The arena is a framed rounded rectangle with a bright sky-blue upper background, a slightly darker blue middle band, and a dark purple lower city/ground area. Add a simple silhouetted purple skyline made of varied vertical rectangular buildings in the background. Along the bottom, show a dark gray platform with a yellow top edge. Display a rounded dark translucent “Fight!” message near the top center at startup; transient messages should also communicate jumps, successful attacks, whiffs, and the winner. Represent each fighter as a simple stylized cartoon sprite: a short rounded vertical colored body with a dark outline, subtle diagonal highlight and dark lower inset/shadow, a peach oval head protruding above it, and a dark oval ground shadow. Star Brawler’s body is purple and carries a white star symbol; Shield Hero’s body is green and carries a white diamond symbol. Fighters face left or right by horizontal flipping based on movement direction. Place them initially apart on the floor, with Star Brawler toward the left and Shield Hero toward the right. Implement real-time physics: horizontal movement speed about 5.2, gravity about 0.72, jump velocity about 15, floor collision, arena-bound clamping, and small velocity damping. Both fighters can move and jump independently. Player 1 controls are A/D to move, W to jump, F to punch, and G to special. Player 2 controls are Left/Right arrows to move, Up arrow to jump, / to strike, and . to use the special/shield bash. Prevent browser scrolling for arrow and slash controls. Also provide pointer-safe mobile buttons for each player’s left, jump, right, and hit actions, plus a central Reset button; touch buttons should work through pointer events and avoid scrolling. Attacks are instant directional melee attacks with facing checks. A normal attack has range about 92 pixels, deals 9 damage, has an 18-frame cooldown, and applies moderate knockback (horizontal 5, upward 4). A special has range about 122 pixels, deals 17 damage, has a 28-frame general cooldown and a 95-frame special cooldown, and applies stronger knockback (horizontal 9, upward 7). Only hit a defender when within range and in front of the attacker; otherwise show a whiff message. Clamp HP at zero. On a successful hit, show a brief bright radial yellow/white impact flash near the fighters, briefly shake and brighten the hurt fighter, and animate an expanding aura ring around the attacking fighter. When either HP reaches zero, stop gameplay and announce “Star Brawler wins!” or “Shield Hero wins!” with a prompt to tap Reset for another round. Include a brief initial instruction/message such as “Press any attack to begin,” and after temporary messages expire return to “Close the gap and strike!” Keep the visual style clean, bold, colorful, arcade-like, and implemented with HTML/CSS/JavaScript shapes and gradients rather than external assets.