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Clash Circuit

  • 2d
  • platform-fighter
  • arcade
  • versus
  • neon
  • local-multiplayer
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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 2D platform-fighter called “Clash Circuit.” Use a full-window HTML canvas for the playable match, with a dark navy/black background and neon arcade styling. Before a match, show a centered character-and-stage selection screen over a dark translucent panel with rounded borders. Title it CLASH CIRCUIT in large uppercase lettering with a cyan glow, subtitle: “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.” Include tabs/buttons for Choose P1 and Choose P2, a CPU opponent checkbox, a CPU level dropdown with Rookie, Rival, and Elite, a Random Fighter + Stage button, Swap P1 / P2, and Start Battle. Display six selectable fighter cards in a responsive grid, each with a colorful gradient portrait made from a simple head/body silhouette and an icon, plus name, role, and description: Gunner (Ranged control; Blasters, mines, and rail bursts), Brawler (Power bruiser; Heavy punches and shockwaves), Fencer (Precision duelist; Lunges, ripostes, and crescents), Mage (Arcane caster; Orbs, blink magic, and starfall), Spear (Reach fighter; Long pokes and spinning sweeps), and Astra (Lightning god; Thunder dashes and sky bolts). Also show six stage cards: Skyline, Quarry, Frostline, Sun Temple, Reactor, and Gyro World, each with a small colored gradient preview and its description. The selection note should summarize the current P1, P2/CPU, stage, and whether choices are randomized.

The actual match is a side-view 2D arena platform fighter. Keep both fighters visible in a fixed full-screen camera; do not use a scrolling level camera. The background is a vertical gradient unique to the selected stage, with sparse glowing stage art. Platforms are dark navy slabs with bright colored top edges and inset neon outlines. Add a wide low platform near the bottom plus several smaller floating platforms. Some platforms bob vertically and drift horizontally. Gyro World additionally rotates the platform arrangement slowly around the arena center while displaying concentric orbit rings. Stage layouts and visual themes: Skyline uses deep blue/pink colors, silhouetted city buildings and horizontal neon lines, with drifting drone hazards; Quarry uses dark brown/orange colors and angular rock silhouettes, with falling rocks; Frostline uses blue/cyan colors and icy particle specks, with falling icicles; Sun Temple uses purple/gold colors and shrine-like triangular forms, with horizontal solar bursts; Reactor uses near-black/green colors and glowing circular reactor rings, with energy pulses; Gyro World uses purple/cyan orbit visuals, moving platforms, and a slowly rotating arena.

Players are simple stylized neon fighters built from canvas shapes: a colored circular head, colored rectangular torso, dark feet/shadow, a small dark visor/detail, and a weapon or class-specific visual. Give each fighter a glowing colored trail while moving and a translucent attack arc during attacks. P1 starts on the left and P2 on the right. Fighters can run left/right, jump, fall through/around the open arena, land on platforms, attack in facing direction, shield, and be knocked back. The central mechanic is increasing KO damage: attacks add percentage damage and knockback grows as damage rises. Launch opponents beyond the left/right arena edges or below the stage; after a KO they lose one stock and respawn with zero damage, and the first player to lose all three stocks loses. End the match with a Victory screen naming the winning fighter and stating that the winner ruled the selected stage at 115% KO damage. Include a crown, simple victory character art, Rematch, and Character / Stage Select buttons.

Controls must match exactly: P1 uses A/D to move, W to jump, S to shield, F for light attack, G for heavy attack, H for special attack, and T for the fighter’s extra attack. P2 uses Left/Right arrows to move, Up to jump, Down to shield, J for light, K for heavy, L for special, and U for extra. Press R during play to restart. If P2 is set to CPU, only P1 is keyboard-controlled; CPU behavior should approach P1, face toward them, randomly attack based on the selected difficulty, and jump when P1 is above it. Show a bottom hint reading “P1: WASD · S Shield · F/G/H/T Attacks • P2: Arrows · ↓ Shield · J/K/L/U Attacks • R: restart.”

Implement fighter-specific combat visibly and mechanically. Gunner fires cyan blaster projectiles for light attacks, a slower large explosive shot for heavy, a fast white rail beam for special, and a five-shot spread for extra. Brawler uses close-range punches, heavy upward/shockwave attacks, and an extra that launches upward while damaging nearby opponents. Fencer performs precise close-range slashes, a forward heavy lunge, an invulnerable forward extra lunge, and bright sword-like effects. Mage fires glowing orbs, blinks forward with heavy, creates magical rings/particles for special, and fires a spread of arcane projectiles for extra. Spear uses long-reaching pokes and forward thrusts/spinning sweep effects. Astra/Lightning uses fast dash-like attacks, temporary invulnerability, bright lightning bolts, and multiple yellow bolt projectiles. Give attacks cooldowns and prevent attacks from overlapping. A shield should visibly create a cyan semicircular bubble and negate damage while active, though movement is reduced. Add hit particles, sparks, circular rings, lightning strokes, projectile glows, screen shake, attack sounds, jump/hit/fall/special/zap/win sound effects, and a simple repeating electronic oscillator melody during play.

During play, show a HUD at the top: P1 fighter information on the upper left and P2/CPU on the upper right in dark translucent rounded panels. Each HUD shows the player label and fighter name, a large gold damage percentage, a colored damage bar that shrinks as damage rises, and three stock icons (filled circles for remaining stocks and hollow circles for lost stocks). Centered at the top, show four P1 cooldown indicators labeled F, G, H, T with cyan-to-gold progress fills. Use responsive CSS so the selection cards become two columns on narrow screens and the HUD remains usable. The overall art direction is clean minimalist canvas geometry, dark sci-fi arcade UI, neon cyan/magenta/gold accents, glowing effects, rounded panels, and high-contrast readable typography.

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