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Arcade › Franklin Park Brawl
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Otis Peers built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Franklin Park Brawl yet. Play it, then tell Otis Peers what you would add next.
Franklin Park Brawl was built by Otis Peers 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 Franklin Park Brawl 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 “Franklin Park Brawl,” a 2.5D side-view platform fighter in a Three.js-style 3D scene. Use a fixed perspective camera looking across the horizontal X axis, with fighters and platforms presented mostly side-on, while retaining shallow 3D depth and dynamic lighting. The setting is a stylized nighttime/dusk urban playground: a deep purple background (#2b2350) with fog, a dark purple ground/backdrop, silhouetted green tree canopies on trunks in the distance, two tall dark lampposts with glowing amber bulbs at the far left and right, and a simple gray swing-set bar on the left. Use chunky low-poly/blocky character models with cast shadows, warm orange key light and cool blue rim lighting. The playable stage is “The Playground.” It has one broad red main platform centered horizontally (x=-320 to 320, y=150, about 640 wide and 34 thick) and three smaller green platforms: one upper-left/left-middle platform (x=-220 to -70, y=20), one upper-right/right-middle platform (x=70 to 220, y=20), and one centered lower platform (x=-75 to 75, y=-110). The stage has blast boundaries around x ±560 and y roughly ±560; falling or being launched beyond these boundaries causes a stock loss and respawn. Make it a two-fighter stock-based brawl: one human player versus one AI opponent. Each fighter begins with 3 stocks and 0% damage. Damage is displayed as a percentage and increases when hit; higher damage makes knockback stronger. Fighters have horizontal movement, facing direction, gravity, platform collision, air control, and two jumps before landing again. Launching a fighter off the stage costs one stock, resets their damage to 0, and respawns them near their side with temporary invulnerability. When a fighter reaches zero stocks, end the match and display “YOU WIN!” if the bot was eliminated or “K.O.! YOU LOSE” if the player was eliminated. Use a roster of ten named blocky characters, each with distinct movement/combat stats: CORNER OG, DELIVERY RIDER, SECURITY GUARD, HOOP LEGEND, SKATE RAT, BODEGA BOSS, BREAKDANCER, PAPERBOY, BLOCK CAPTAIN, and PARKOUR TRACEUR. At match start the player uses a selected roster member and the AI uses a different randomly chosen member. Load blocky humanoid models with idle, walk, sprint, four attack animations, and die animations when available. Show the current fighter names in the bottom HUD. At the end of a match, let the player cycle roster choices left/right and press Enter or the attack button to start a new match. Player controls: Arrow Left/Right or A/D move and face; Space jumps, with up to two jumps; attack is J or Z. While attacking, no direction gives a neutral attack, Left/Right gives a side tilt, Up gives an upward attack, Down gives a downward attack, and attacking in the air gives an aerial attack. Also support touch controls on mobile: left, right, up, attack, jump, and down circular buttons. The AI should pursue the player, turn toward them, attack when close, occasionally jump toward a higher target, and recover toward the stage if knocked off. Implement five attacks with distinct hit properties and directional knockback: neutral (quick, low damage), side tilt (stronger horizontal strike), up attack (upward launch), down attack (downward/angled strike), and air attack. Attacks have brief cooldowns and a mid-swing hit window, can hit the opponent only once per swing, add hit stun, and produce a short white expanding ring/comic impact effect plus a few frames of hitstop. Knockback should scale with attack power, the attacker’s character power stat, and the target’s accumulated damage, while target weight reduces it. Characters should flash/vanish intermittently during respawn invulnerability. The HUD is a fixed full-screen overlay with no interaction blocking: large bold white damage percentages near the bottom left and bottom right, colored orange/red at higher damage; three small stock dots above each percentage; and small bold fighter names above the stock indicators. Put a large bold orange banner with black shadow around the upper-middle of the screen for “LOADING…,” “GO!,” “K.O.!,” and match result text. During the result screen, include a prompt indicating the selected character and “[ENTER/ATK to fight].” Keep the visual style minimal, arcade-like, high-contrast, low-poly, with black text shadows and no extra HUD elements beyond the damage, stocks, names, banners, and mobile controls.