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Arcade › Franklin Park Brawl
Adicionei animações de ataque aos lutadores.
Agora:
- Cada personagem possui 3 animações para ataque normal e 2 para ataques especiais.
- Animações fluídas com transições suaves entre movimentos.
- Feedback visual como faíscas e efeitos de impacto durante as animações.
- O tempo de execução dos at
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Uncxnsiderate 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 Uncxnsiderate what you would add next.
Franklin Park Brawl was built by Uncxnsiderate 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.
Rebuild a browser-based 3D platform-fighting game titled “Franklin Park Brawl,” with the subtitle “3D PLAYGROUND SHOWDOWN.” Use a fixed side-on orthographic camera looking across a dark stylized urban playground arena. The scene should have a deep navy background with light fog, warm overhead lighting plus cyan fill lighting, a broad low gray-green ground platform with a bright pink stripe along its front/top edge, two smaller raised platforms (one left around mid-height and one right higher), a dark teal park backdrop, side posts marking the blast-zone boundaries, simple court markings on the floor, and park dressing such as trees, benches, and fences when available. Keep the camera framed so the complete fighting space and HUD remain visible, adapting to different aspect ratios. Begin with a full-screen fighter-selection overlay: a dark blue/purple gradient panel containing the heading “CHOOSE YOUR BRAWLER,” a turn prompt initially reading “P1 PICK • TAP A CARD,” and a scrollable four-column grid of selectable fighter cards. Each card has a colored circular swatch and an all-caps name; highlight the P1 selection with a cyan border and the P2 selection with a pink border. P1 selects first, then the turn changes to P2, and a “START BRAWL” button launches the match. Include the roster and distinct stats shown in the original: CORNER OG, DELIVERY RIDER, DJ SOUND CLASH, HOOP LEGEND, BLOCK CAPTAIN, SKATE RAT, BEATBOXER, PARKOUR TRACEUR, RETRO GAMER, BREAKDANCER, STREET VENDOR, FIRE ESCAPE ACROBAT, SCARECROW, MUMMY, EYELIDS, STICKER, HORROR NURSE, MIDNIGHT DEVIL, BLOODY, SKELLY, BULLIDAN, CLOWN, ASTRODISCO, WAMBO, RETROMAN, TEDDY, OBSERVER, COOL ALIEN, and OLD MOUSTACHE. Give each a different brightly colored accent and use distinct stylized low-poly humanoid avatar models or clearly recognizable low-poly stand-ins. CORNER OG is the default P1 and DELIVERY RIDER the default CPU opponent. The match is a 2D side-view platform brawler implemented in a 3D scene. Spawn P1 on the left and the CPU on the right, with three stocks/lives each and 0% damage. Characters can run horizontally, jump, double-jump, fall through/openly move between the platforms according to collision, and be launched off the left, right, or bottom blast zones. Increasing percentage makes hits launch the fighter farther. When a fighter is knocked out, decrement their stock, emit a burst at the boundary, and respawn them at their side with zero damage and brief invulnerability; when stocks reach zero, stop the match and show either “P1 WINS!” or “CPU WINS!” in a large temporary banner. Show a temporary “READY!” banner immediately when the fight starts. Combat: P1’s normal attack is J and special attack is K. Normal attacks have a short cooldown, a close horizontal range, deal a moderate percentage increase, and launch the opponent upward/away. Specials have a longer cooldown, a larger range, stronger damage and stronger launch. Face each fighter toward the opponent automatically, and visibly tilt/pose the model briefly while an attack is active. Every attack should create a conspicuous impact burst made from small glowing particles/sparks: pale cream for normal attacks and orange for specials, with additional bursts on successful hits. The original code tracks a shield input on S and supports a shield control, so include S as the shield input and make it a short charge/decay defensive state if implementing the mechanic; keep the controls visible even on desktop. Do not add unrelated weapons, projectiles, stages, or game modes. The CPU controls the second fighter automatically: it moves toward P1, uses its selected fighter’s movement speed/jump/power profile, and sometimes attacks when close. P1 controls movement with A/D, jump with W or Space, normal attack with J, special with K, and shield with S. Also provide touch controls for small screens: left/right buttons at bottom-left, jump above the bottom-right controls, an attack button, and a pink special button. Hide the touch controls on larger desktop screens. HUD styling should exactly evoke the visible original: a cream-colored all-caps title centered at the top with cyan subtitle, a cyan-outlined dark translucent P1 card at upper left, and a pink-outlined dark translucent CPU card at upper right. Each card shows the fighter name, a large percentage number with a small percent sign, and three gold stock dots that disappear as stocks are lost. Use bold condensed/system typography, wide letter spacing, black offset shadows, cyan/pink/orange accents, and a dark navy palette. Place a bottom-center help strip reading “A/D move • W or Space jump • J attack • K special • Shield: S.” Ensure the game is immediately readable and playable after starting, with no debug overlays.