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Gakuran Fight

  • 2d
  • pixel-art
  • action
  • brawler
  • beat-em-up
  • anime-inspired
  • mobile
  • arcade
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. Maria Peralta built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gakuran Fight yet. Play it, then tell Maria Peralta what you would add next.

Make your own game

Gakuran Fight was built by Maria Peralta 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 Gakuran 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 Gakuran 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.

Recreate “Gakuran Fight” as a browser-based 2D pixel-art action brawler viewed from a slightly elevated side/top-down courtyard perspective. Use a fixed internal canvas around 960x540 scaled to fill the viewport with crisp pixelated rendering and a camera that follows the player horizontally through a larger world roughly 3200 pixels wide. The setting is a retro Japanese school campus: blue-to-pale sky gradient with small blocky clouds, distant pink cherry blossom trees, several cream school buildings with red trim, rows of blue windows, doors, a red gate, banners labeled “RETRO SCHOOL,” “BATTLE CLUB,” and “SILAT COURT,” plus vending machines, bike racks, benches, and lockers. The playable ground has a green strip, a brown paved courtyard with dashed markings, and a pale foreground walkway.

The player is a tiny stylized pixel student in a dark navy/black gakuran-like uniform with a light shirt, dark hair, visible face, long dark legs, and a colored scarf/headband accent based on their fighting style. Render characters as simple blocky pixel rectangles with walk-cycle limb movement, attack poses, dodge lean, hit flash, shadows, and floating health bars. Place five colorful school delinquents across the world, each with a different tint, who patrol passively around home positions and do not attack until the player attacks first. Once the player initiates any attack, the courtyard becomes “HOT”: enemies approach, block occasionally, and use simple close-range hook/kick attacks. Defeated enemies disappear temporarily and respawn after a short delay. If the player is unusually tall, nearby passive enemies can display speech bubbles such as “¿Qué? ¿Ese gigante es alumno?” or “Ese tipo parece jefe final?”

The core loop is to move around the campus and fight enemies. On mobile/tablet, provide a large translucent circular virtual joystick at bottom left. On desktop support WASD or arrow keys for movement. Provide six large touch-friendly fight buttons at bottom right, arranged in a 3-by-2 grid: JAB, TECH, KICK, SPECIAL, DODGE, and BLOCK. Desktop hotkeys are J for jab, K for tech, U for kick, O for special, L for dodge, and hold I for block. Movement is analog/8-directional and constrained to the world; the player faces the horizontal movement direction. Dodge gives a short burst and temporary invulnerability. Block is hold-based, slows movement, and reduces incoming damage. Attacks have cooldowns, short windups, directional range/width checks, knockback, hit reactions, and some multi-hit specials. Display a temporary move/combo label near the upper center and toast messages for hits, KOs, rerolls, and code results.

At the top overlay, build a dark translucent purple-black HUD panel with a lavender border and gold monospace typography titled “GAKURAN FIGHT.” Show live fighter information in a compact grid: STYLE, HEIGHT and rarity, MODE (CALM/HOT), POWER, SPEED, BLOCK, DODGE, REACH, HP / KO, REROLLS, the four current move names, GANG status, and reward-code status. At top right add large buttons labeled REROLL and REWARD CODE. At the bottom, make the joystick and attack controls visually prominent with colored gradient buttons: red jab, amber tech, violet kick, gold special, blue dodge, and green block. Use a dark retro monospace UI, translucent panels, bright borders, and responsive mobile layout. Include a modal opened by REWARD CODE with an input and CLAIM/CLOSE buttons; it explains the active codes.

Implement a randomized fighter-build system. On a normal reroll, choose one height from 5'5” through 7'1” using weighted rarity: shorter heights are common and the tallest normal heights are rare/ultra rare. Height scales the player visually; taller builds gain power and HP but lose some speed, dodge, and block efficiency, while shorter builds are faster and more evasive. Choose one random style from Boxing, Muay Thai, Karate, MMA, and Pencak Silat, each changing stats, scarf color, button labels, move names, damage, reach, cooldowns, windups, knockback, and special behavior. Boxing should use JAB RUSH, CROSS BURST, BODY HOOK, and GAZELLE COMBO; Muay Thai should use ELBOW CHECK, KNEE CRUSH, LOW KICK, and CLINCH STORM; Karate should use KNIFE HAND, SNAP KICK, AXE DROP, and DOJO BREAKER; MMA should use HOOK SET, CLINCH BREAK, CALF KICK, and SHOTCHAIN; and Pencak Silat should use BLADE HAND, ANKLE REAP, SCISSOR KICK, and SERPENT FURY. Pencak Silat is the strongest normal style, with sweep/block-breaking and a three-hit special. Show the current style’s short labels directly on the four attack buttons instead of always showing generic labels.

Every KO credited to the player increases the KO counter and grants 2 rerolls. Rerolling consumes one reroll, generates a new normal height/style build, resets combat posture and enemy aggression, and preserves the meta progression. If the player is knocked out, restore their HP and return them to the starting position while retaining the current build. Persist rerolls and claimed-code information in local storage.

Include the two exact reward codes. “Gakuran” can be claimed once and grants 10,000 rerolls. “Brayan” can be claimed up to 10 times; each claim grants 25 rerolls and changes the player to the secret legendary 7'5” “BRAYAN APEX” build with enhanced hybrid boxing, Muay Thai, and grappling attributes, gold accenting, large visual scale, and the moves RHYTHM JAB, THAI KNEE, BJJ SHOT, and GOD COMBINATION. When Brayan Apex lands a hit, reveal three black-shirt Brayan gang guards near the player, show them as allied followers with yellow HP bars, have them call out in speech bubbles, and switch them into aggressive combat against the school delinquents. The guards otherwise follow the player in formation; they can attack, be defeated temporarily, and respawn. The HUD should show GANG as OFF for normal fighters, READY before the Apex gang is triggered, and CALLED after it is triggered. Keep all text, feedback, and code messages consistent with the Spanish-flavored arcade presentation visible in the game, while the main HUD labels and move labels remain bold English monospace.

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