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Neon Smash

  • 2d
  • fighting
  • platformer
  • arcade
  • neon
  • local-multiplayer
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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. kellen.lenzt0 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Smash yet. Play it, then tell kellen.lenzt0 what you would add next.

Make your own game

Neon Smash was built by kellen.lenzt0 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 Neon Smash 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 Neon Smash

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 a browser game titled “Neon Smash,” a neon 2D platform-fighting arena game with a polished character/stage selection flow and a canvas-based match. Start on a dark navy, futuristic selection screen with a large centered “NEON SMASH” heading and subtitle: “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.” Use glowing cyan, purple, pink, green, gold, and orange accents, rounded panels, thin luminous borders, and compact futuristic UI typography.

Selection flow: let the player choose P1 and P2 fighters, then confirm characters and choose a stage. Show tabs/buttons for “Choose P1” and “Choose P2,” editable P1/P2 nicknames, a CPU opponent checkbox, CPU level selector with Rival difficulty, stock selector defaulting to 3, and a “Random Fighter + Stage” button. Display a 6-column fighter grid with small colorful portrait tiles, fighter name, role tag, and short description. The visible roster is: Gunner (Ranged control; blasters, mines, rail bursts), Brawler (Power bruiser; heavy punches and shockwaves), Fencer (Precision duelist; lunges, ripostes, crescents), Mage (Arcane caster; orbs, blink magic, starfall), Spear (Reach fighter; long pokes and spinning sweeps), Astra (Lightning god; thunder dashes and sky bolts), Slugger (Diamond bruiser; baseballs and heavy bat), Strongman (Boulder titan; boulders and crushing punches), Unicorn (Rainbow mystic; rainbow beams and cloud shields), Robot (Lock-on machine; guided missiles and electrocute punches), Dragon Human (Skyfire brawler; infinite jumps, fire breath, dragon punches), 67 (Number blaster; shaped like 6 and 7, firing number blasts), Among Us (Red imposter; blaster shots, knife stabs, giant tongue super), Skibidi Toilet (Flush trickster; plungers, poo throws, flush teleport, instant flush super), and Tung Tung / “Tung Tung 🏏” (Bananini slugger; bat, Chimpanzini Bananini summon, grows huge). Show two fighter information banners beneath the grid with each selected fighter’s color, role, description, nickname, and whether human or CPU. Include a stage grid with these choices and descriptions: Skyline—drone mines drift across rooftops; Quarry—falling rocks shake ledges; Frostline—icicles drop from the frozen sky; Sun Temple—solar bursts cross the shrine; Reactor—energy pulses sweep the deck; Gyro World—the arena slowly rotates 360° while platforms move; Lava Cave—three geysers and a timed lava wave control the cavern. Include swap, back, confirm, randomize, start, rematch, and return-to-selection actions.

Match presentation: after starting, show a roughly five-second versus/loading sequence with selected fighter portraits, “FIGHTERS,” “GET READY,” a 3-2-1-GO countdown, then enter the match. The fight is a side-view 2D platform brawler on a full-window canvas. The background is a dark gradient from the selected stage’s color pair into near-black, with animated abstract stage art. Neon-edged dark platforms are arranged at different heights, plus a wide bottom platform; some platforms bob and drift. There are destructible decorative props scattered around the arena (antenna/crate/crystal/urn/reactor-cell/ring shapes depending on stage); breaking props creates particles and restores shield energy.

Players are compact stylized glowing fighters, approximately human-sized sprites made from simple geometric shapes with strong accent colors, white highlights, particle trails, attack arcs, and hit flashes. The selected fighter determines appearance and attacks. Players can move, face left/right, jump, fall off the arena, attack, guard with a rechargeable shield, parry briefly when guard starts, and launch opponents. Damage is shown as a percentage; at 115% or after being knocked beyond the arena, a fighter is KO’d, loses a stock, and respawns with reset damage. The match ends when one player has no stocks remaining. Use strong screen shake, glowing particles, hit sounds, simple synth music, slow motion and zoom for dramatic supers.

Controls: P1 uses A/D to move, W to jump, S to guard, F for light attack, G for heavy attack, H for special attack, T for extra attack, and V for super. P2 uses Left/Right to move, Up to jump, Down to guard, J for light, K for heavy, L for special, U for extra, and I for super. Include R to restart during play. If CPU is enabled, P2 follows the selected CPU level and automatically approaches, jumps, attacks, charges meter, and uses supers.

Combat implementation should support fighter-specific attacks visible as projectiles, melee hitboxes, dashes, arcs, beams, summoned effects, and particles. Gunner fires blaster shots, mines/rail-like bursts and a powerful beam; Brawler performs heavy punches, shockwaves and launch attacks; Fencer lunges and gains empowered long-range attacks after its super; Mage fires orbs, blinks and calls down falling magic; Spear uses long pokes, spinning sweeps and a huge spear; Astra performs lightning dashes and sky bolts; Slugger throws baseballs and swings a bat; Strongman throws boulders and crushes with heavy attacks; Unicorn fires rainbow projectiles and can form a fluffy cloud-like shield; Robot has lock-on missiles and electric punches; Dragon Human fires breath/fireballs, punches, and can jump repeatedly while airborne; 67 fires glowing “6” and “7” projectiles; Among Us fires red shots, stabs, and has a giant tongue-style super; Skibidi Toilet throws plungers and poo, teleports with a flush-like dash, and has an instant-flush KO super; Tung Tung swings a bat, throws it, can summon a small Chimpanzini Bananini chase effect, and its super temporarily makes the fighter huge and empowers attacks.

HUD during battle: put a compact HUD at the top for both sides showing nickname, fighter name, large damage percentage, a colored damage bar, stock icons, shield percentage/status, and a super meter. Show status text such as READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, BREAK!, and KO. Add a lower or corner row of five P1 cooldown boxes labeled F, G, H, T, V. Make shield guarding visibly surround the fighter with a curved glowing bubble; shield depletion can cause a shield break and stun, while shield energy recovers after a delay. Super meter fills as the fighter deals damage; when full, show SUPER READY and trigger a dramatic “SUPER ATTACK” impact-window overlay when used.

Stage behavior: Skyline periodically spawns drifting drone mines; Quarry drops rocks; Frostline drops ice spikes; Sun Temple sends moving solar hazards; Reactor creates pulsing energy hazards; Gyro World includes rotating orbital hazards and rotating/moving platforms; Lava Cave visibly has a glowing lava floor, three geyser positions, periodic geyser blasts, and a timed lava wave sweeping part of the cavern. Render all hazards as simple bright geometric neon forms with glow, and apply damage/knockback on contact. Finish on a result screen with the winner’s fighter name, selected stage, KO threshold summary, victory art, and Rematch/Back controls. Keep the overall style as crisp canvas geometry, dark sci-fi backgrounds, colorful neon outlines, glowing particles, readable compact UI, and energetic arcade fighting-game feedback.

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