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Clash Circuit

  • 2d
  • fighting
  • arcade
  • local-multiplayer
  • stick-figure
0
Remix it Discord

1 play ·added August 20, 2026

About Clash Circuit

fighting game demo idk

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. apolorulz10 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Clash Circuit yet. Play it, then tell apolorulz10 what you would add next.

Make your own game

Clash Circuit was built by apolorulz10 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 Clash Circuit 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 Clash Circuit

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 local two-player 2D fighting game titled “Clash Circuit,” using a full-window HTML canvas with a dark neon arcade presentation and responsive touch controls. The game has two phases: character select and a best-of-three fight.

Character select: Show a centered top HUD with badges reading CHARACTER SELECT (or P1 SELECT/P2 SELECT) and LOCAL VS. Display four large fighter cards across the screen, with arrow-key navigation and Enter/Space confirmation. Player 1 selects first, then Player 2 selects. The four fighters are simple colored stick figures with distinct colors and stats:
- Astra, yellow/orange, title “All-Rounder,” power 8, speed 4.5, range 56, special “Solar Arc.”
- Brutus, red/pink, title “Heavy Hitter,” power 11, speed 3.5, range 48, special “Iron Crash.”
- Nova, cyan/blue, title “Long-Range,” power 7, speed 4, range 72, special “Star Lance.”
- Vex, purple, title “Quick Duelist,” power 6, speed 5.3, range 52, special “Blink Kick.”
Each card includes POWER, SPEED, and RANGE horizontal bars normalized against the roster maximums. Highlight the current cursor with a thick border in that fighter’s color and a darker highlighted card background; mark selected fighters as P1 READY or P2 READY. The selection screen should also show the subtitle “Tekken-inspired local duel — pick different fighters and learn their matchups.” and a bottom hint explaining the current selection controls.

Fight phase: Place both selected stick-figure fighters in a side-view arena, P1 starting around 28% of the screen width and P2 around 72%, each automatically facing the opponent. Use a dark purple-to-black gradient background with layered angular mountain/pyramid silhouettes, a dark floor beginning around 78% screen height, a thin brighter floor edge, a faint center divider, and a subtle vertical center light beam. Draw each character as a minimalist thick-line stick figure: circular head, body, two arms, two legs, a contrasting accent stripe across the head, and colored linework. Include shadows under airborne/grounded fighters. Keep fighters constrained near the screen edges.

Combat rules: Each fighter starts each round with 100 HP. The match is first to two round wins, displayed as ROUND 1 / 3, ROUND 2 / 3, etc. Each round has a 60-second timer. If time expires, award the round to the fighter with more remaining HP. A fighter reaching 0 HP loses the round immediately. After a non-final round, start the next round with the same selected fighters and reset the round timer and fighter health; after either player reaches two wins, show a dark translucent game-over overlay with P1 VICTORY or P2 VICTORY and “Press R for character select.”

Controls: P1 uses A/D to move left/right, W to jump, S to back-block, F for a normal attack, and G for a special attack. P2 uses Left/Right arrows to move, Up to jump, Down to back-block, Numpad 4 for a normal attack, and Numpad 5 for a special attack. Also provide on-screen touch buttons during the fight for both players: P1 buttons for left, right, jump, F, G and P2 buttons for left, right, jump, 4, 5. Hide the touch controls during character select and show them during fights. Display a bottom hint listing the controls.

Movement should have acceleration/deceleration, reduced air control, jumping with fighter-specific jump strength, and variable jump height when the jump key is released early. Back-blocking only works while grounded, holding the backward direction relative to the fighter’s facing, and should visibly draw a pale blue guard arc in front of the fighter. Fighters can be stunned briefly by hits and knocked back. Normal attacks have short cooldowns; special attacks have longer cooldowns and deal about 1.55 times the fighter’s power with about 22 extra range; airborne attacks have their own reduced power and increased range. Use each roster fighter’s power, speed, range, and jump values: Astra jump 12, Brutus 10, Nova 11, Vex 13.

Attack collision should require the attacker to be facing the opponent, within the attack range plus a small body allowance, and vertically close enough. Normal damage equals the fighter’s power, specials deal 1.55x power, and airborne attacks deal 0.82x power. Blocking reduces incoming damage to 22% of its value, still causing a small push/stun. Successful hits flash the defender briefly, apply a short stun and knockback, and spawn a small burst of square particles at the impact point. Use larger colored particle bursts when attacking, different pale impact particles for hits, and gray-blue particles for blocked hits. Track a short combo window: consecutive hits within roughly 0.9 seconds increment a combo counter, shown near the corresponding side as “2 HIT,” “3 HIT,” etc.; reset it after the window expires.

Fight HUD: At the top, show P1 and P2 health bars with fighter name labels, colored according to each character, P1 on the left filling left-to-right and P2 on the right filling right-to-left. Center/top show the current round and a timer formatted as remaining seconds plus the score, such as “60 · 0-0.” At the beginning of each round, briefly show a large centered “ROUND X / 3” and “FIGHT!” banner. Maintain the clean, compact UI style: off-white text, muted lavender-gray secondary text, rounded dark badges and hint panels, and accent colors from the fighters. Use system sans-serif typography, uppercase bold labels, thin muted borders, and avoid adding unimplemented weapons, stages, AI opponents, online play, or extra characters.

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