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Arcade › Clash Circuit 2D
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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 fighting game titled “Clash Circuit 2D,” rendered on a full-screen HTML canvas with a fixed side-on arena view. Use a dark neon arcade presentation: the background is a vertical gradient from deep navy at the top to muted purple near the bottom, with faint glowing gold particles. The floor is a very dark blue platform occupying the lower portion of the screen, edged by a thin gold boundary line and repeated blue posts around the perimeter. Fighters are simple stylized low-detail humanoid figures made from colored rounded rectangles, circles, and thick line limbs, with dark heads/visor-like bands, visible cast shadows, and attack/block effects. Keep the visual style clean, minimal, and readable rather than detailed or realistic. Start on a centered menu panel reading “CLASH CIRCUIT,” with the subtitle “2D fighter with air juggles, unique move sets, and a training room.” Provide character selection buttons for KNIGHT, NINJA, and MAGE, with Knight initially selected, and mode buttons VERSUS and TRAINING, with Versus initially selected. Include a START FIGHT button. Once started, hide the menu and place the player near the left side and the opponent near the right side, both on the same arena floor. The camera remains static and fighters move horizontally within screen bounds; they can jump vertically but do not leave the arena. The player chooses one of three fighters. Knight uses a blue body/accent palette, speed 300, jump velocity 620, gravity 1500. Ninja uses purple with a yellow accent, speed 365, jump 680, gravity 1650. Mage uses red/coral with a pale gold accent, speed 255, jump 560, gravity 1400. In Versus mode, the CPU opponent is automatically the next character in this sequence: Knight faces Ninja, Ninja faces Mage, and Mage faces Knight. The CPU approaches the player, attacks when close, and sometimes blocks. In Training mode, the opponent is a training dummy that does not take lasting damage and the match does not end from reducing its health. Implement the controls exactly as follows: A/D or left/right arrow keys move horizontally; W, Up Arrow, or Space jumps; J punches; K kicks; L performs the special; S blocks. Provide equivalent touch buttons in the lower-right: left, right, jump, block, punch, kick, special, and reset. Show a compact help strip at the lower-left listing movement, jump, attack keys, and the selected character’s move names. Reset rematches after a game over. Each fighter starts with 100 HP and a horizontal facing direction. Attacks have cooldowns, range, damage, and hit stun: - Knight: punch “Sword Jab” damage 8, range 72, cooldown .28 seconds, stun .12; kick “Shield Kick” damage 13, range 86, cooldown .5, stun .2; special “Meteor Slash” damage 24, range 115, cooldown 1.1, stun .35. - Ninja: punch “Shadow Flurry” damage 6, range 76, cooldown .18, stun .1; kick “Flip Kick” damage 10, range 92, cooldown .38, stun .15; special “Kunai Burst” damage 20, range 135, cooldown .9, stun .3. - Mage: punch “Staff Tap” damage 5, range 66, cooldown .32, stun .1; kick “Arcane Boot” damage 9, range 78, cooldown .56, stun .15; special “Fire Orb” damage 28, range 240, cooldown 1.25, stun .38. If the Mage special misses, display a “FIRE ORB” message saying it is a long-range special. Attacks only connect when the distance between fighters is within the attack range, with airborne attacks gaining 22 extra range. On a successful hit, subtract damage, briefly flash the target, apply hit stun and knockback, and create a brief white screen flash. Airborne hits lift the target slightly to create a juggle feel. Prevent attacking during cooldown, hit stun, or after the match ends. Allow short combo tracking during a one-second combo window, keeping the latest three attacks. Display combo callouts and bonus damage for these sequences: punch then kick = “LINK COMBO” with +7 damage; punch, punch, kick = “AIR RAVE” with +14; kick then special = “POWER CHAIN” with +12. Air attacks should show a small arc effect around the fighter. Blocking should be visibly represented by a blue arc shield around the player and the HUD should say BLOCKING. In Versus mode, when either fighter reaches zero HP, end the fight and show a large winner banner with “<character> WINS” plus “Press R or tap RESET to rematch.” In Training mode, keep the dummy’s HP effectively at 100 after hits and label the enemy “TRAINING DUMMY.” The HUD should remain over the canvas. Across the top, show a left fighter panel with the player’s uppercase name, a blue gradient health bar, and status text; a centered panel reading “CLASH CIRCUIT 2D,” the current mode (“Versus” or “Training Mode”), and “Combo 0” or the current combo count; and a right fighter panel with the opponent’s uppercase name, a warm yellow-to-pink health bar, and status text such as CPU, BLOCKING, or TRAINING DUMMY. Use dark translucent panels with thin blue-gray borders and rounded corners. At fight start, briefly display a centered “FIGHT!” banner with the hint “Jump and chain attacks in the air.” Also show transient centered callouts for “AIRBORNE,” combo names, and other move feedback. Ensure the layout adapts to narrow mobile screens, preserving the top health panels and bottom touch controls.