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Arcade › Axe Murderfist
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Frank Langston built it with Cinevva, so it works on a phone or a tablet too.
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Axe Murderfist was built by Frank Langston 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 Axe Murderfist 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 2D side-scrolling beat-'em-up called “Axe Murderfist,” rendered with HTML5 Canvas and responsive to desktop and mobile. Use a fixed side-on 2D camera that follows the hero through a long horizontal pageant-hall level about 4300 world units wide. The playfield should have a dark, high-contrast arcade look: deep navy, purple, burgundy, blue, red, and gold backgrounds, simple geometric scenery, bold white typography, particle sparks, slash arcs, screen shake, and chunky stylized character silhouettes with detailed faces and clothing. Start in an interactive four-screen story dialogue overlay. Center a dark card with a bright border, a purple-to-navy scene-art header and red theater curtains at both sides. Show these sequential story cards with a NEXT button, then START: “The night was supposed to belong to Blodie Bombshell, finalist in the Liberty Crown Pageant.”; “John watched from the aisle in blue jeans, a blue work shirt, and a star-bright magic axe hidden under his jacket.”; “Then masked pageant saboteurs stormed the building, cut the lights, and dragged Blodie toward the main stage.”; and “Hold on, Blodie. I’m fighting through every backstage thug in this place.” After the last card, begin gameplay and display a toast telling the player to rescue Blodie on the main stage. The player is Sir John Axel Murderfist, a compact stylized male action hero facing left or right. Draw him with a blue work shirt featuring a yellow star emblem, belt and collar, blue jeans with light seam lines, black boots, gloves, brown hair, simple eyes, brows, and smile. He carries a magical axe by default. The game is a beat-'em-up with free horizontal movement and three depth lanes: move left/right with A/D or arrow keys, move between lanes with W/S or up/down, and jump with Space or the green mobile JUMP control. Clamp the hero to the level and lane bounds, give jumping visible vertical lift and a shadow, and animate his legs while moving. The objective is to clear each enemy group and advance all the way to Blodie at the main stage. Implement close-range attacks with J or the red ATTACK button. Repeated attacks form a three-hit combo, with increasing damage, reach, knockback/lift, and distinct move labels: for the axe “Chop,” “Crosscut,” and “Murderfist Uppercut.” Show a bright curved yellow/orange slash arc and hit sparks on attacks, and add light impact audio and brief camera shake when enemies are hit. The magic axe can also be thrown using K or the purple THROW button, only when the axe is equipped: it flies forward rapidly, spins, damages enemies, then turns around and homes back to the player. Prevent another throw while it is away and show a thrown state in the HUD. Place five sequential rooms across the horizontal level: Lobby (0–800, dark blue), Dressing Rooms (800–1700, purple), Backstage (1700–2550, dark navy), Runway (2550–3450, burgundy-purple), and Main Stage (3450–4300, dark maroon). Label each room in large translucent uppercase text near the top. Draw a dark tiled floor beginning below the upper background, with repeating rectangular floor accents and three horizontal lane guide lines. Add recurring backstage light fixtures/spotlights with gold bulbs. In the final stage, add vertical red curtain panels, a large gold “LIBERTY CROWN PAGEANT” sign, and a purple stage strip. Trigger enemy groups as the player crosses room thresholds. At about x=330, spawn two ordinary masked saboteurs around x=560 and 650, one holding a club. At x=900, spawn two saboteurs around x=1040 and 1130 holding a crowbar and club, plus a faster runner around x=1210. At x=1700, spawn a pistol saboteur around x=1900, a crowbar saboteur around x=2020, and a runner around x=2110. At x=2600, spawn a club saboteur around x=2760, a pistol saboteur around x=2860, and a runner around x=2990. At x=3400, spawn one larger Stage Captain boss around x=3720. Enemies should pursue the player horizontally and adjust toward the player’s lane. Ordinary saboteurs have roughly 60 HP, the boss roughly 210 HP; show a small red health bar over normal enemies and a wider purple/pink bar over the boss. Masked saboteurs should wear dark jackets, red mask-like faces with black eye bands and white eyes, dark pants and boots, and visibly hold their club, crowbar, or pistol. The boss should be larger, wear purple clothing and a gold crown/star-like headpiece, and use a crowbar. Runners move faster. Melee enemies damage the player on contact with cooldowns; pistol enemies fire pale red projectiles from range, and those projectiles can damage the player and cause shake and red hit particles. Defeated enemies fade briefly, burst into orange/yellow particles, award 150 points, and drop their held weapon. The boss awards 1000 points and announces that the Stage Captain was defeated. Allow the player to pick up nearby dropped weapons with E. Drops visibly float/bob, display an “E” prompt, and can be club, crowbar, or pistol. Picking up a weapon adds it to the inventory and equips it; picking up a pistol grants 8 pistol rounds. Support weapon stats and behavior: Magic Axe damage 26, Club 20, Crowbar 23, Pistol 18; melee attacks use short arcs while the pistol fires a fast long-range horizontal bullet and consumes ammo. The pistol should have an 8-round maximum when acquired and be unusable when empty. Open an inventory panel with I or the blue INV button in the upper-right; list Magic Axe, Club, Crowbar, and Pistol, visually dim unavailable weapons, highlight the equipped weapon, and show pistol ammo in its row. Allow owned weapons to be equipped by clicking their rows. Place Blodie Bombshell at about x=4010 in the final stage, slightly offset in a lane. Draw her as a pink pageant contestant with a pink dress, lighter pink bodice, white diagonal sash reading “MISS,” golden hair, a gold crown, simple facial details, and a “BLODIE” label. Once the boss and all enemies are defeated and the player reaches x>3920, rescue her and end in a victory dialogue overlay: name “Blodie Bombshell,” line “John! I knew that magic axe would find its way back to us.” followed by “Level 1 clear.” Include a PLAY AGAIN button that reloads/restarts the game. If the player’s health reaches zero, show a Game Over dialogue saying he fell before reaching the stage and include the final score, with a RESTART button. Build the responsive HUD over the canvas. At top-left show the stacked title “AXE MURDERFIST” and a pale-blue subtitle describing the Golden Axe-style brawler. At top-right show Score, the current Weapon label (including pistol ammo or “thrown” axe state), a red-to-orange player health bar, and a purple-to-pink boss health bar that is empty until the boss appears. Center temporary toast messages for room names, combo move names, pickup/equipment messages, empty pistol warnings, axe return, and boss defeat. At the bottom on mobile, show a translucent circular virtual joystick at left and large circular buttons at right: red ATTACK, green JUMP, purple THROW, plus a blue rectangular INV button near the upper-right. Include a small bottom help strip reading “A/D move • W/S lane • Space jump • J attack • K throw • E pick up • I inventory.” Make the controls touch-friendly and preserve the dark navy full-screen presentation on resize.