Arcade › Neon Smash
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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.
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-based 2D platform fighting game titled “Neon Smash.” Use a dark navy, neon arcade presentation with cyan, magenta, violet, yellow, and green accents, glowing outlines, rounded panels, and bold condensed uppercase typography. Start on a polished fighter/stage setup screen, matching the visible reference: a large centered “NEON SMASH” heading, subtitle “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.”, and a large dark translucent rounded selection panel with a visible scrollbar. The setup flow has two steps. Step one lets the user choose P1 and P2, with tabs/buttons “Choose P1” and “Choose P2,” editable nicknames for both players, a CPU opponent checkbox/toggle, CPU difficulty selector (including Rival), stock selector defaulting to 3, and a “Random Fighter + Stage” button. Show a responsive grid of fighter tiles, six columns when space permits, each with a brightly colored portrait block, fighter name, player assignment, tag, and short description. Include the full roster: Gunner (Ranged control: blasters, mines, and rail bursts), Brawler (Power bruiser: heavy punches and shockwaves), Fencer (Precision duelist: lunges, ripostes, and crescents), Mage (Arcane caster: orbs, blink magic, and starfall), Spear (Reach fighter: long pokes and spinning sweeps), Astra (Lightning god: thunder dashes and sky bolts), Slugger (Diamond bruiser: throws baseballs and swings a heavy bat), Strongman (Boulder titan: throws boulders and delivers crushing punches), Unicorn (Rainbow mystic: rainbow beams and fluffy cloud shields), Robot (Lock-on machine: guided missiles and electrocute punches), Dragon Human (Skyfire brawler: infinite jumps, fire breath, and dragon punches), 67 (Number blaster: shaped like 6 and 7, firing number blasts), Among Us (Red imposter: blaster shots, knife stabs, and a giant tongue super), Skibidi Toilet (Flush trickster: weak plungers, poo throws, flush teleport, and an instant flush super), and Tung Tung 🏏 (Bananini slugger: swings a bat, summons Chimpanzini Bananini, and grows huge). Use each fighter’s distinct accent color and small icon/portrait styling. Below the character grid show large P1 and P2 matchup banners with character art, selected fighter name, tag, description, nickname, and whether the side is human or CPU. Support selecting P1/P2 by clicking, hovering to preview, keyboard navigation (WASD for P1 and arrow keys for P2), swapping fighters, and randomizing fighters and stage. Continue to step two with a stage picker and Back/Start controls. Include these selectable stages and descriptions: Skyline — drone mines drift across rooftops; Quarry — falling rocks shake the 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. When a match starts, show a short loading/matchup sequence: display the two selected fighters, then “GET READY” with a 3, 2, 1, GO! countdown, followed by the arena. The match is a side-view 2D platform fighter played on a single screen. Two small stylized fighters stand on floating dark platforms with luminous stage-colored borders. Fighters can run left/right, jump, attack, shield, and launch opponents off the arena rather than simply depleting a health bar. Use simple but expressive neon vector/cartoon art for the characters, with individual silhouettes and props: Gunner has blaster-like attacks, Brawler boxing gloves, Fencer a sword, Mage an orb/hood-like look, Spear a long spear, Slugger a baseball cap and bat, Strongman a huge muscular body, Robot a rectangular robot head/body and antenna, Skibidi Toilet a toilet body, Among Us an imposter body and visor, Dragon Human horns, 67 visible numerals, and Tung Tung a bat-wielding banana-themed character. Add motion trails, dust, glow, hit sparks, shield effects, screen shake, and colorful particles. Controls for human P1: A/D move, W jump, S shield, F light attack, G heavy attack, H special, T extra attack, V super. Controls for human P2: Left/Right move, Up jump, Down shield, J light attack, K heavy attack, L special, U extra attack, I super. The CPU can control P2 at selectable difficulty. Allow restarting during play with R. Characters have gravity, platform collision, air movement, facing direction, attack cooldowns, invulnerability frames, knockback, stun, and damage percentage. A player begins with the configured number of stocks, default 3. Damage percentage rises when hit, with a KO threshold of 115%; high damage increases knockback. If a player is knocked beyond the side/bottom boundaries or reaches the KO threshold, show a falling/KO effect, decrement a stock, and respawn with reset damage and brief invulnerability. The last player with stocks wins. Implement the universal shield system: holding shield creates a glowing curved shield around the fighter, drains shield energy over time, blocks incoming damage, and has a brief parry window when first raised that can reflect attacks/projectiles. Shield damage can cause a shield break and stun; after a delay, shield energy recharges. Breaking arena props restores shield energy and slightly reduces damage. Add destructible stage props distributed around the arena, with stage-themed shapes such as antennas, crates, crystals, urns, reactor cells, or rings; attacks and projectiles can break them, producing bursts. Give fighters genuinely different attacks, based on their displayed descriptions and mechanics: ranged fighters fire projectiles; Brawler uses rising punches and shockwaves; Fencer lunges and can gain a powerful enhanced state; Mage teleports/blinks and creates magical projectiles or falling star/rain effects; Spear has long pokes and sweeping thrusts; Astra uses lightning dashes and sky bolts; Slugger throws baseballs and swings a bat; Strongman throws boulders and performs heavy punches; Unicorn fires rainbow beams and creates colorful shield effects; Robot fires guided lock-on missiles and electrical strikes; Dragon Human can jump repeatedly/infinite-jump, breathe fire and perform dragon punches; 67 fires glowing “6” and “7” projectiles; Among Us uses blaster/knife attacks and a giant tongue-style super; Skibidi Toilet throws plungers and poo projectiles, teleports with a flush-like move, and has an instant-flush super; Tung Tung swings a bat, can summon a Chimpanzini Bananini projectile/companion effect, and enters a huge enhanced bat state. Each fighter builds a super meter by dealing damage. When full, the player can press the super key once to trigger a powerful character-specific super, with a brief slow-motion, zoom, screen shake, particles, and an on-screen “SUPER ATTACK” impact overlay. Examples include Gunner’s huge rail beam, Brawler’s explosive leap, Fencer’s enhanced attack state, Mage’s magical rain, Spear’s huge spear, Astra’s lightning strike, Slugger’s massive bat hit, Strongman’s massive boulder, Unicorn’s rainbow barrage, Robot’s missile barrage, Dragon Human’s devastating dragon hit, Among Us’s powered strike, Skibidi Toilet’s instant KO flush, Tung Tung’s giant enhanced state, and 67’s storm of number blasts. Do not make supers the only way to win; normal knockback and platform play remain central. Build seven stage backgrounds with distinct dark gradient palettes and simple animated neon scenery: Skyline has rooftop silhouettes and antennae; Quarry has angular rock formations and crates; Frostline has icy blue crystals and falling particles; Sun Temple has gold shrine/column motifs; Reactor has green energy rings and cells; Gyro World has concentric rotating rings and moving/rotating platforms; Lava Cave has a red-orange cavern, glowing lava floor, three geyser positions, and timed lava waves. Platforms are rounded dark slabs with glowing borders, several moving or drifting vertically/horizontally; Gyro World rotates the platform arrangement. Spawn stage hazards periodically according to the selected stage: drifting drone mines, falling rocks, falling icicles, horizontal solar bursts, reactor energy pulses, orbiting hazards, and Lava Cave geysers/lava waves. Hazards deal damage and knockback but should be visually readable. During gameplay show a compact HUD across the top with one panel for each player. Each panel displays nickname and fighter name in that fighter’s color, current damage percentage, a damage bar, stock icons, shield percentage/state (READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, BREAK), a shield bar, and super status/meter (SUPER CHARGE, SUPER READY, SUPER ACTIVE, SUPER TIMER, or SUPER USED). Also show P1 attack cooldown indicators labeled F, G, H, T, and V. Provide a small control hint while playing. Use synthesized arcade sound effects for jumps, hits, special attacks, falling/KO, selecting, shield charging/breaking, lightning, steps, and victory, plus a simple looping electronic tone sequence during play. On victory, hide the gameplay HUD and show a neon result panel stating “<fighter> wins!” and a subheading identifying the winning player and stage, such as “P1 ruled Skyline at 115% KO damage.” Show a victory portrait/art block and buttons for Rematch and Back to selection. Maintain the overall look as a responsive, canvas-rendered neon platform fighter with fluid particles, glowing attacks, clear collision and knockback, and no invented modes beyond the described character selection, stage selection, CPU option, match, rematch, and result flow.