Arcade › Dövüş Arenası
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Elif Ebrar Mendeş built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dövüş Arenası yet. Play it, then tell Elif Ebrar Mendeş what you would add next.
Dövüş Arenası was built by Elif Ebrar Mendeş 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 Dövüş Arenası 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 2D side-view fighting game titled “Dövüş Arenası,” using a full-screen responsive HTML canvas with a Turkish HUD and touch controls. The camera is fixed and shows the entire single-screen arena; do not use scrolling or multiple stages. Gameplay: two fighters start on opposite sides of the platform, Player 1 at about 28% of the screen width and Player 2 at about 72%. Each fighter has 100 health, a simple rectangular body, circular head, small dark rectangular eyes, two legs, a ground shadow, and a colored outfit: Player 1 blue (#4c9cff) and Player 2 pink/red (#ef5b72). They face one another automatically when moving. Keep fighters inside horizontal bounds roughly 45px from either screen edge. Physics should include horizontal movement, friction, gravity, jumping, and landing on the arena floor: movement speed about 300, jump velocity about -620, gravity about 1500. Fighters are approximately 62px wide and 92px tall. Controls and combat: Player 1 uses A/D to move left/right, W to jump, J to punch, K to kick, and L to block. Player 2 uses Left/Right arrows to move, Up arrow to jump, 1 to punch, 2 to kick, and 0 to block. Attacks cannot begin while already attacking, hurt, or blocking. A punch lasts about 0.28 seconds and reaches about 52px; a kick lasts about 0.4 seconds and reaches about 66px. Use rectangular hit detection against the opponent’s body, with each attack able to hit only once. Punch damage is 8 and kick damage is 13. Blocking reduces incoming damage to 25% and displays a blue curved shield arc around the defender; a blocked hit still causes a small knockback. Normal hits cause brief hurt/stun flashing and strong horizontal knockback, while impacts create a short screen shake. Make attacks visually clear by drawing an extended arm/strike rectangle: yellow for punch and pink/red for kick. Round rules: continuously update both health bars; when either fighter reaches zero health, stop gameplay, show a large centered Turkish result message near the upper-middle reading “OYUNCU 1 KAZANDI!” if Player 2 is defeated or “OYUNCU 2 KAZANDI!” if Player 1 is defeated, and reveal a “TEKRAR OYNA” restart button. Pressing R or the restart button resets both fighters and their health to 100 and starts the round again. Label the round “DÖVÜŞ 1.” Visual setting: use a dark stylized night arena. Paint the canvas background as a vertical gradient from deep navy (#1a2550) at the top through muted purple (#3b2c56) to very dark purple (#120f22) at the bottom. Add a row of alternating blue triangular mountain silhouettes across the middle/lower background, and a muted golden circular moon/sun at approximately 78% screen width and 20% screen height. The floor begins around 78% screen height: a near-black purple floor with a thin golden top edge and a thinner muted magenta line below it, plus subtle diagonal light floor markings. Put the white text “ARENA 01” centered just above the platform. Include a small dark oval shadow under each fighter and a subtle idle bobbing animation. Use a clean, bold, arcade-like style with flat colors, thick white UI borders, and no unnecessary menus. HUD: overlay fixed HTML UI above the canvas. At the top, center a wide bar row occupying about 94vw and at most 900px: left health panel labeled “OYUNCU 1,” center dark badge with white border labeled “DÖVÜŞ 1,” and right health panel labeled “OYUNCU 2” aligned right. Health bars have white 2px borders, dark empty backgrounds, and colored fills: Player 1 green gradient from #2be889 to #a6ff6c, Player 2 coral/red gradient from #ff8b74 to #ff3864. Show a help pill near the bottom center reading exactly “P1: A/D/W + J/K/L · P2: ←/→/↑ + 1/2/0”. Add responsive touch controls along the bottom edge. On the left provide Player 1 buttons for left, right, jump, punch, and kick; on the right provide matching Player 2 buttons. Use dark blue rounded-square directional buttons with white borders and white arrow icons, and larger circular reddish attack buttons with fist and foot emoji/icons. Buttons must support pointer/touch press-and-release and keyboard input. The desktop controls may be slightly translucent but become more visible on hover. Keep the body full-screen, prevent scrolling, and support safe-area insets on mobile. Use Turkish text exactly as shown and preserve the uncluttered composition visible in the reference.