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Arcade › Claw Clash

Claw Clash

  • 2d
  • fighting
  • local-multiplayer
  • arcade
  • cats
  • mobile
0
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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. Levi Marrs built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Claw Clash yet. Play it, then tell Levi Marrs what you would add next.

Make your own game

Claw Clash was built by Levi Marrs 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 Claw Clash 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 Claw Clash

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 portrait-friendly local 1v1 2D fighting game titled “Claw Clash.” Use a full-screen HTML canvas with a fixed side-view arena and responsive layout, playable by two people on one keyboard or on one phone with separate touch controls on the left and right sides. The visual style is bright, soft cartoon arcade: a vertical sunset gradient background from deep plum/purple at the top through violet to warm peach near the bottom, faint translucent circular cloud/bubble shapes in the upper background, and a dark maroon floor occupying roughly the bottom 16% of the screen. Add a thin glowing floor line and a subtle dashed vertical center line dividing the fighters’ sides.

Show two cartoon cats facing each other near the floor. Player 1 is Mochi on the left: a warm orange/peach cat with a pale cream muzzle/belly, dark brown outlines, triangular ears, simple dot eyes, whiskers, rounded body, short legs and paws, and a curved tail. Player 2 is Beans on the right: a cyan/light-blue cat with a very pale face/belly, dark navy outlines, matching simple facial features, limbs, ears, and tail. Draw the cats directly with simple canvas shapes, thick outlines, soft shadows, and small idle bobbing. They should turn to face their movement direction, visibly extend a front paw during attacks, show a pale/yellow curved trail for the light attack and a stronger pink/red arc for the heavy claw attack, flash white and shake briefly when hit, and emit small colored particle bursts on impact.

Place three elevated floating battle platforms above the floor: a high platform on the left, a lower central platform, and a high platform on the right. Each is a rounded rectangular deck with a pale highlight, distinct colors (lavender left, pale yellow center, light blue right), dark outlines/shadows, and a narrow translucent support down toward the floor. Cats can jump through/land on these platforms and use them for aerial repositioning and fighting. Physics should include horizontal movement, acceleration/friction, gravity, jumping, platform landing, arena edge clamping, and collision separation so the cats cannot overlap too closely.

The match begins in an idle state with the message “Tap to start — local 1v1 cat fight”; any keyboard key or touch control starts it and changes the message to “Fight!”. Each fighter has 100 health. The top HUD has Mochi’s name and an orange-to-coral health bar on the left, Beans’s name and cyan-to-blue health bar on the right, and a dark rounded center box reading “ROUND 1” with a large “60” countdown timer. Include a rounded message pill below the HUD and a yellow “Restart Match” button beneath it. The timer counts down from 60 seconds. A round ends immediately when a fighter reaches zero health, or when time expires; the fighter with more remaining health wins on time, while equal health produces “Draw round!”. On a round win show a dimmed overlay with large centered text such as “MOCHI WINS!” and the instruction “Press Restart Match for another round.” Restart should reset both health values, the round number to 1, wins, timer, positions, physics, particles, and the message to “New match!”.

Implement two attacks with one-shot-on-press behavior and cooldowns: the light paw attack is fast, has about 82 pixels of range, deals 9 damage, and applies moderate horizontal/vertical knockback; the heavy claw attack is slower, has about 118 pixels of range, deals 18 damage, and applies stronger knockback. Attacks only connect when the opponent is close vertically, within range horizontally, and the attacker is facing the opponent. Use brief hit-stop on successful impacts and simple punch/heavy impact sounds if available, but the game must work without audio.

Keyboard controls: Player 1 uses A/D to move, W to jump, F for paw, and G for claw. Player 2 uses Left/Right arrows to move, Up arrow to jump, K for paw, and L for claw. Add touch controls at the bottom: each side labeled P1 or P2, two arrow buttons for left/right, a purple JUMP button, an orange PAW button, and a pink/red CLAW button. Both players can hold their own buttons simultaneously. Display a small help legend above the controls: “P1: A/D move, W jump, F paw, G claw”, “P2: ←/→ move, ↑ jump, K paw, L claw”, and “Best on phone too — both players can tap their own side.” Keep the interface legible and high contrast with rounded translucent buttons, safe-area spacing, and no scrolling.

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