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Element Ring Fight

  • 2d
  • fighting
  • local-multiplayer
  • arcade
  • pixel-art
  • arena
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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. Elif Ebrar Mendeş built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Element Ring Fight 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 Element Ring Fight 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 Element Ring Fight

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 local two-player 2D side-view fighting game titled “RING FIGHT: ELEMENTLER” (also presented as Element Ring Fight). Use a fixed 800x400 canvas with no scrolling camera: both fighters are visible in a single horizontal boxing ring. Render in a dark retro pixel/arcade style with a black-purple background, burgundy gradient arena, subtle vertical lighting bands, three red ropes across the scene, a dark ring floor with perspective floor lines, a bright yellow/gold floor edge, and a faint circular spotlight behind the fighters. Fighters are simple blocky silhouettes made from rectangles and circles: colored torso, darker legs/limbs, a light skin-tone circular head, and a single dark eye. Add small dark ground shadows and square particle effects for hits and specials.

On launch, show a full-screen character-select overlay over the arena. Display the gold Turkish heading “KARAKTERİNİ SEÇ”, then two columns labeled “OYUNCU 1” in turquoise and “OYUNCU 2” in red. Each player must independently choose one of eight square color swatches arranged in a 4-column by 2-row grid. The eight selectable characters and colors are: Turkuaz Kaplan (turquoise), Kızıl Şahin (red), Mor Ejderha (purple), Sarı Yıldırım (yellow), Yeşil Kobra (green), Mavi Fırtına (blue), Turuncu Alev (orange), and Pembe Öfke (pink). Show the character name and its three move names beneath the selected grid, highlight the selected tile with a gold border, and keep the gold “DÖVÜŞE BAŞLA” button disabled until both players have selected. Do not begin the fight until that button is clicked.

After starting, show a HUD above the canvas: player 1 health on the left and player 2 health on the right, each starting at 100 with a colored inner bar and numeric value; show the selected character names in uppercase. Put a large gold countdown timer reading 60 in the center. The round lasts 60 seconds. Player 1 starts near x=180 facing right and player 2 near the right edge facing left; fighters automatically face one another based on their positions. They are subject to gravity, can jump, crouch, move horizontally, collide with each other, and are constrained inside the arena. The fighters should be approximately 46 pixels wide and 90 pixels tall in their normal form, standing on the floor.

Implement simultaneous keyboard-controlled local multiplayer. Player 1 controls: A/D move left/right, W jump, S crouch, F punch, G kick, Q/E/R activate the three character specials. Player 2 controls: Left/Right arrows move, Up arrow jump, Down arrow crouch, K punch, L kick, J/O/I activate the three specials. On small screens, also provide visible touch buttons for player 1 movement, jump, punch, kick, and the three specials. Punches and kicks create a short-lived attack animation and hitbox in front of the fighter; punches deal 6 damage and kicks deal 9 damage, with kicks having a longer reach/cooldown. A fighter can only hit once per swing. On hit, reduce health, briefly flash/shake the defender, knock them back, and emit small square sparks in the attacker’s color. Specials have individual cooldowns and trigger colorful burst particles. Show no invented projectiles or complex sprite art; the actual fighters and effects are minimalist canvas geometry.

Implement these exact three specials for each character, activated in order by their three special keys:
- Turkuaz Kaplan: hard punch (14 damage), fire kick (16), claw attack (12 plus a colored burst).
- Kızıl Şahin: use the same fallback-style colored special behavior as the simple generic character implementation (three colored damaging attacks with knockback/bursts), while presenting the character’s move names as Hızlı yumruk, Dalış tekmesi, Kanat darbesi.
- Mor Ejderha: dragon kick (17 damage and burst), purple fireball-style instant attack (20 damage and pulls/steps toward the opponent), dragon escape (move backward rapidly with a purple burst). Present names Mor ejderha tekmesi, Mor ateş topu, Ejderha kaçma hareketi.
- Sarı Yıldırım: electric attack (12 and yellow burst), lightning speed dash strike (18), lightning hit (24 and larger yellow burst).
- Yeşil Kobra: snake attack (13), poison attack (7 immediate and apply poison over time), transform into a cobra form temporarily. Poison ticks for 1 damage periodically. Cobra form changes the fighter’s dimensions and draws a curved cobra-like appendage.
- Mavi Fırtına: tornado attack (15 and wind burst), fly for about five seconds with reduced gravity, wind pull that relocates the enemy near the attacker (11 damage and wind burst).
- Turuncu Alev: ignite the floor for a temporary duration while damaging both fighters over time (12 initial damage), fireball attack (18), transform into a taller flame-monster form (with an initial 8 damage hit and orange burst). When the floor is ignited, draw orange flames along the floor and apply 1 damage per update tick to both fighters.
- Pembe Öfke: rage explosion (22 and wind-like pink burst), three rapid rage punches totaling 18 damage, transform into a taller rage-monster form (initial 10 damage and pink burst).

Temporary transformations should visibly alter fighter dimensions and draw a simple distinguishing shape: cobra has a curved green appendage, flame has a yellow/orange glow-like circle above the head, and rage is simply a larger pink form. Specials and ordinary attacks should have cooldowns so holding a key does not repeatedly activate the same special; ordinary attacks should also be gated by attack cooldown. Keep the movement physics simple and responsive: horizontal speed around 4, jump velocity around -15, normal gravity around 0.85, and reduced gravity while Mavi Fırtına is flying.

When a fighter reaches zero health, end the round immediately. If the timer reaches zero first, the fighter with higher remaining health wins; equal health is a draw. Show a dark translucent centered end-of-round overlay with large gold text reading either “OYUNCU 1 KAZANDI!”, “OYUNCU 2 KAZANDI!”, “SÜRE DOLDU — OYUNCU X KAZANDI!”, or “BERABERE!”, plus a gold “TEKRAR OYNA” button that resets health, timer, effects, positions, and the round while preserving the selected characters. Use Turkish labels and the same monospaced Courier-style typography, gold accents, black borders, and responsive layout shown in the reference.

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