Arcade › Clash Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kellen.lenzt0 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Clash Circuit yet. Play it, then tell kellen.lenzt0 what you would add next.
Clash Circuit was built by kellen.lenzt0 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.
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 2-player platform fighting game titled “Clash Circuit.” Use a full-viewport 2D canvas with a fixed side-on camera and a dark neon sci-fi arena aesthetic. The background should be a vertical gradient from deep navy/indigo at the top to almost-black at the bottom, with scattered small glowing star-like dots and a faint large bluish elliptical glow behind the arena. The arena is a single wide floating platform positioned around 73% of the viewport height, spanning roughly from 8% to 92% of the screen width. Draw it as a dark structural platform with a blue-violet top edge, a thin cyan-tinted highlight inset on the surface, vertical dark support lines below, and small yellow end caps at both sides. There are no walls or platforms above it; players can be knocked off the sides or bottom. Spawn two simple glowing cartoon fighters on the platform: Player 1 is Blue at about 35% screen width, and Player 2 is Red at about 65%. Each fighter is a compact stylized humanoid made from primitives: a glowing circular head, a rounded rectangular torso, two white rectangular feet/legs, and two small dark eyes. Blue uses a bright cyan body with a purple-blue head/accent glow; Red uses a coral-red body with an orange/yellow head/accent glow. Add soft colored bloom/shadow around them. Put the name “Blue” or “Red” above each character and show three small colored stock markers above the name. Implement real-time physics. Each fighter has horizontal acceleration while holding their movement keys, capped horizontal speed, friction when no direction is held, gravity, jumping, and collision with the top of the platform. Use a high jump. Fighters can move beyond the platform edge and fall. When a fighter leaves the arena bounds (more than roughly 90 pixels outside either platform edge or below the bottom), trigger a burst of colored square particles, consume one of their three stocks, and respawn them at their original side of the platform with zero damage and velocity if stocks remain. When a fighter loses their last stock, stop gameplay and show the winner overlay: “Blue wins!” or “Red wins!” based on the surviving opponent. Controls must be exactly: - Player 1 / Blue: A and D move left/right, W jumps, F performs a close-range attack, G fires a special projectile. - Player 2 / Red: Left and Right arrows move, Up jumps, L performs a close-range attack, K fires a special projectile. - R restarts the match at any time. Make fighters face the last horizontal direction they moved. A close attack has a short cooldown and a brief visible attack animation: a bright pale yellow/white arm or slash extending forward. If the opponent is in front within about 62 pixels and roughly the same vertical level, deal 9 damage, launch them strongly forward and upward, flash them briefly, and emit colored impact particles. Damage is percentage-style and can increase without a low cap; higher damage should increase knockback. A special has a longer cooldown (about 1.15 seconds), briefly shows a colored circular energy effect around the attacker, and fires a glowing colored orb forward with a slight upward/near-horizontal trajectory. The projectile travels quickly, lasts about 1.2 seconds, and on contact deals 16 damage, launches the opponent upward/forward, flashes them, and creates a larger particle burst. Projectiles should have a colored glow and a small white highlight. Build a top HUD over the canvas. In the upper-left, show a translucent rounded dark card labeled “PLAYER 1 · BLUE,” a large current damage value such as “0%,” and a horizontal gradient bar from cyan to purple that shrinks as damage rises. In the upper-right, show the matching “PLAYER 2 · RED” card with a coral-to-orange damage bar. Center the title “CLASH CIRCUIT” in bold uppercase lettering with the subtitle “Local 2-player arena battle.” At the bottom center show the exact control hint: “P1: A / D move · W jump · F attack · G special | P2: ← / → move · ↑ jump · L attack · K special | R restart”. Use responsive sizing so the cards and hint remain usable on narrow screens. When the match ends, darken the screen with a translucent overlay and center a rounded dark panel with the winner text, the message “Ring-out confirmed. Reset the arena and go again.” and a bright “Restart match” button. The button must reset both players, stocks, damage, particles, projectiles, and the game-over state. Use smooth particle bursts for jumps, hits, specials, and ring-outs. Keep the visual style clean, minimal, neon-glowing, and made from canvas primitives rather than detailed illustrated assets.