Arcade › Baki
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Erkhem Bayr built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Baki yet. Play it, then tell Erkhem Bayr what you would add next.
Baki was built by Erkhem Bayr 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 Baki 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 mobile-friendly 2D side-view arena fighting game titled “Baki,” presented on a full-screen HTML canvas with a fixed camera centered on the arena. The visual style is a dramatic neon shadow/anime duel: a very dark navy-to-purple vertical gradient background, sparse small stars in the upper area, and a dark floor occupying the lower quarter with a glowing horizontal boundary and perspective grid lines. Keep the fighters near the center of the screen; the player is the cyan/aqua fighter named BAKI on the left and the AI rival is the pink/coral fighter named RIFT on the right. Draw both as stylized dark-outlined humanoid silhouettes with colored torsos, round heads, sharp spiky white hair, a bright white eye, glowing attack effects, and subtle walking animation. Use cyan accents for Baki, pink accents for Rift, pale blue for punches/blocking, and warm gold for kicks and the round/result emphasis. The opening state is a centered dark translucent overlay card with a thin pale border and soft radial glow behind it. Show the large spaced title “UMBRAL DUEL,” the description “A fast shadow-arena fighter. Close the distance, break the guard, and win the round.”, a gold “ENTER THE ARENA” button, and the keyboard hint “Keyboard: A/D move · W jump · J punch · K kick · L block.” Pressing the button, any mapped keyboard key, or a touch control starts/resets the round and hides the overlay. Implement a single 60-second round. Baki starts at horizontal position -180 and Rift at +180 relative to the center, both at full health, standing on the floor and facing each other. The arena constrains each fighter to roughly -420 to +420 relative to center. Apply acceleration-based horizontal movement with friction and a maximum horizontal speed, gravity, jumping, and landing. Baki moves left/right with A/D or the arrow keys, jumps with W or Up, punches with J, kicks with K, and holds block with L. On-screen touch buttons must provide LEFT, RIGHT, JUMP, BLOCK, PUNCH, and KICK; make them circular, bottom-aligned, translucent, and color-coded (blue/purple jump, cyan block, magenta punch, gold kick). Support holding movement/block buttons and pointer/touch press-release behavior. Punch and kick are grounded attacks with cooldowns and visible glowing motion arcs. A punch has about 96 pixels of reach, deals 9 damage, lasts about 0.28 seconds with a 0.42-second cooldown, and fills the player’s decorative super meter by 8. A kick has about 112 pixels of reach, deals 15 damage, lasts about 0.42 seconds with a 0.65-second cooldown, and fills the meter by 12. Only register a hit during the active attack window, when fighters are close horizontally and within about 42 vertical pixels. A successful hit flashes the target, knocks it back, emits colored square particles, and shakes the screen slightly; use cyan particles for a blocked hit, gold for a kick, and pink for an unblocked punch. Blocking reduces incoming damage to roughly 22%, shows a cyan guard arc around the fighter, and prevents attacking while held. Track a player hit combo that increments for unblocked player hits, expires after roughly 1.25 seconds without another hit, and appears at the upper right as a gold number with “HIT COMBO.” Give Rift simple AI behavior: continuously face Baki, approach when farther than roughly 105 pixels, block frequently when close and Baki is attacking, and randomly punch or kick when in range and its cooldown permits. Occasionally jump while far away. Rift uses the same attack ranges, damage, cooldowns, physics, and blocking rules as Baki. End the round immediately when either health reaches zero. If the timer reaches zero, award the round to whoever has greater remaining health. Show a centered in-game result message such as “BAKI WINS” or “RIFT WINS,” emit a large burst of victory-colored particles, then after a short delay show the result overlay with “BAKI WINS” or “ROUND LOST,” the subtext “Tap below to rematch in Baki.”, and a “REMATCH” button that resets the round. The HUD is always overlaid above the canvas. At the top center, show BAKI, a cyan/teal health bar, “VS,” a red/orange health bar, and RIFT. Below it show the spaced label “BAKI · SHADOW ROUND 1.” Near the upper center show the current action text, initially “PUNCH / KICK READY,” changing to “PUNCH! 9 DAMAGE” or “KICK! 15 DAMAGE” when Baki attacks, plus a small horizontal super meter that fills from gold to pink as attacks land. Keep the HUD clean, high-contrast, uppercase, and responsive for narrow mobile screens. Use glowing particles and small impact effects to reinforce hits while maintaining the minimalist dark shadow-arena presentation.