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Clash Circuit

  • 2d
  • platform-fighter
  • local-multiplayer
  • arcade
  • neon
0
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1 play ·added September 17, 2026

About Clash Circuit

2 player fighting game

How to play

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.

Discussion

Nobody has said anything about Clash Circuit yet. Play it, then tell kellen.lenzt0 what you would add next.

Make your own game

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.

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-based local two-player platform fighting game titled “Clash Circuit.” Use a full-screen responsive HTML canvas for gameplay with a dark neon arcade presentation, plus HTML/CSS overlay menus.

Opening screen: show a large uppercase “CLASH CIRCUIT” title with cyan glow, subtitle “An original local platform fighter — pick a fighter, pick an arena, then launch your rival off the stage.” On a dark navy translucent rounded panel, provide fighter selection tabs for “Choose P1” and “Choose P2,” then fighter cards. The three selectable fighters are:
- Gunner — tag “Ranged control,” description “Fast blaster, mines, and a piercing beam.” Use cyan and blue colors; attacks are Pulse Shot, Trap Mine, and Rail Beam.
- Brawler — tag “Power bruiser,” description “Big jumps, armor, and a shockwave punch.” Use coral/red colors; attacks are Heavy Jab, Ground Slam, and Meteor Fist.
- Fencer — tag “Precision duelist,” description “Quick lunges and a wide crescent slash.” Use lavender/purple colors; attacks are Lunge, Crescent, and Riposte.
Each card has a colored gradient swatch, name, tag, and description. P1 and P2 can choose independently, with the active player tab/card highlighted in cyan. Include a “Swap P1 / P2” button.

Below that, show “CHOOSE STAGE” and selectable stage cards with gradient swatches and descriptions. Include exactly these five stages: Skyline — “High-rise rooftops”; Quarry — “Broken stone ledges”; Frostline — “Ice floes in the mist”; Sun Temple — “Ancient floating shrine”; Reactor — “Magnetic hazard deck.” Use the stage color pairs and platform layouts as follows: Skyline dark blue/pink with platforms across lower-left, center, upper-right, and a lower-center platform; Quarry brown/orange with broken ledges at lower-left, mid-left, lower-right, and upper-right; Frostline deep blue/ice-cyan with platforms at lower-left, mid-left, lower-right, and upper-right; Sun Temple purple/gold with five floating platforms from left to right at lower, mid-low, high center, mid-low, lower; Reactor dark navy/mint with four platforms at lower-left, mid-left, mid-right, and lower-right. Add a prominent “Start Battle” button and a small selection summary such as “P1: Gunner vs P2: Brawler • Skyline.”

Gameplay is a side-view 2D platform fighter on a single fixed full-screen arena (no camera scrolling). Render a vertical gradient background using the selected stage’s primary color fading to near-black, with sparse small glowing star/particle dots. Platforms are dark rectangular slabs with a bright stage-colored top edge and subtle pale highlight line. Always include a wide bottom platform spanning approximately 88% of the screen width near 90% screen height, plus the selected stage’s floating platforms. Players spawn near opposite sides around 42% screen height. Each fighter is a simple stylized geometric avatar: a dark shadow rectangle below, a colored rectangular body, a bright circular head, a small dark visor/detail, and a forward colored arm/attack shape. Face the avatar toward its movement direction; use brief transparency when invulnerable.

Support local keyboard controls simultaneously. P1 uses A/D to move left/right, W to jump, F for light attack, G for heavy attack, and H for special attack. P2 uses Left/Right arrows, Up arrow to jump, J for light, K for heavy, and L for special. Show a bottom pill-shaped hint: “P1: WASD + F/G/H • P2: Arrows + J/K/L • R: restart.” Pressing R during battle restarts the current fight.

Movement: use horizontal acceleration, stronger on the ground and weaker in air, clamp horizontal speed, apply friction when no direction is held, gravity, and platform collision from above. Jump velocity should be strong enough to reach floating platforms. Players can fall off the left/right edges or below the bottom and be knocked out. Maintain facing direction based on last horizontal movement.

Combat and character-specific attacks:
- Gunner light attack fires a small fast cyan projectile horizontally; heavy fires a larger slower golden projectile with slight upward velocity and gravity; special fires a very fast white piercing beam-like projectile with a glow/trail.
- Brawler light attack is a short-range jab with a small forward hitbox and slight push; heavy launches the Brawler upward with a burst effect (ground-slam style); special performs a powerful high jump/forward meteor-like attack, with a large hitbox, forward velocity, and burst particles.
- Fencer light attack is a quick medium-range lunge/slash with forward movement; heavy is a longer stronger lunge with a broad hitbox; special briefly grants invulnerability and performs a very wide crescent slash with burst particles.
Give attacks cooldowns and active attack timers so holding attack keys does not produce unlimited instant hits. Draw attack poses as a longer forward arm/shape and a translucent white crescent arc while attacking. Melee attacks only hit the opponent in front of the attacker and within vertical range. Projectiles collide with the opponent and disappear on impact.

Use a percentage damage system: each hit increases the opponent’s damage, and knockback scales up as damage rises. Display each hit with screen shake and a burst of small colored square particles. A hit briefly makes the victim invulnerable. At 170% damage, or when a player exits the arena edges/falls below the stage, consume one stock and respawn them at their starting location with damage reset and short invulnerability. Each player starts with 3 stocks. The match ends when one player loses their final stock; show a result overlay titled “Battle Over,” a gold winner message such as “[Fighter Name] wins!”, and subtext stating which player knocked out the opponent and the selected stage. Provide “Rematch” and “Character / Stage Select” buttons.

During battle, show a top HUD with left and right fighter panels. Each panel displays “P1 · [fighter]” or “P2 · [fighter]” in the fighter color, a large gold damage percentage, a horizontal damage bar that shrinks as damage rises, and stock indicators using filled and empty circles (three total). Keep the visual style crisp and minimal: dark navy/black backgrounds, cyan/pink/gold accents, rounded translucent panels, uppercase spaced headings, neon glows, and simple canvas geometry rather than sprite art. Make the menu responsive: three fighter columns on wide screens, two stage columns on narrow screens, and a scrollable selection panel on small displays.

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