Arcade › Neon Smash
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.
Nobody has said anything about Neon Smash yet. Play it, then tell kellen.lenzt0 what you would add next.
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.
Create a browser-based 2D neon platform fighting game titled “Neon Smash.” Use a full-screen HTML canvas for the match and a dark navy, glassy neon UI for menus. The game is a Super Smash Bros.-style arena brawler: two fighters battle on floating platforms, build KO damage percentages, launch each other off-screen, and consume stocks. The player who depletes the opponent’s stocks wins. Opening screen: show the large centered title “NEON SMASH” in white uppercase lettering with the subtitle “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.” Place a rounded translucent dark selection panel with a cyan/yellow accent palette. Include P1/P2 selection tabs, nickname inputs, a CPU opponent checkbox/toggle, CPU difficulty select (including “Rival”), stock count select (default 3), and a “Random Fighter + Stage” button. Show a grid of 15 selectable fighter tiles in 6 columns, each with a colorful abstract portrait, fighter name, role/tag, and short move description. The available fighters and descriptions are: 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 a second selection step for stages, with back/confirm controls. Include stage tiles for Skyline, Quarry, Frostline, Sun Temple, Reactor, Gyro World, and Lava Cave, each showing its hazard description. Permit mouse selection and keyboard grid navigation: WASD moves P1’s selection, arrow keys move P2’s selection; include swap and randomize actions. Match presentation: after starting, show a roughly 5-second versus/loading sequence with fighter portraits, “FIGHTERS,” “GET READY,” countdown 3, 2, 1, and “GO!” Then enter the match. Render a side-view 2D arena with a dark atmospheric gradient background, bright colored horizon accents, geometric sci-fi environmental silhouettes, floating rounded rectangular platforms, and a wide bottom platform. The camera is fixed to the full arena; it does not scroll. Platforms are arranged according to the selected stage, with some platforms drifting horizontally and Gyro World’s platform arrangement slowly rotating. Fighters are small stylized neon cartoon figures with distinct colors, glowing outlines, trails, simple bodies/heads, and character-specific visual silhouettes. Draw hit sparks, jump dust, projectile glows, shield arcs, screen shake, and special-attack effects. Stages and hazards: Skyline uses blue/pink city rooftops and drifting drone mines; Quarry uses dark red/brown rock formations and falling rocks; Frostline uses blue ice scenery and dropping icicles; Sun Temple uses purple/gold shrine geometry and horizontal solar bursts; Reactor uses a dark teal/green energy facility and sweeping energy pulses; Gyro World uses purple/cyan orbital rings and slowly rotating/moving platforms with an orbiting hazard; Lava Cave uses a red/orange cavern, lava along the bottom, three geyser locations, timed geyser eruptions, and a periodic lava wave that sweeps the left side of the arena. Core physics and rules: both fighters spawn on opposite sides, can run left/right with acceleration and air control, jump onto platforms, and fall through the bottom/off the side. Every fighter has a damage percentage starting at 0%; hits increase damage and increase knockback, so high-damage fighters are easier to launch. At 115% damage, or when knocked beyond the arena bounds, the fighter enters a spinning KO/death state, loses one stock, then respawns at the starting location with damage reset and temporary invulnerability. When a fighter loses their last stock, show a result screen naming the winning fighter and stating the winner’s side and selected stage, with rematch and return-to-selection options. Controls: P1 uses A/D to move, W to jump, S to shield, 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 shield, J for light, K for heavy, L for special, U for extra, and I for super. Prevent browser scrolling from arrow keys/space-like gameplay input. Support a CPU P2 with selectable difficulty; the CPU approaches the opponent, attacks at short range, jumps to reach higher targets, charges its super on higher difficulties, and uses the super when ready. Combat: provide distinct light, heavy, special, and extra attacks with cooldowns, hitboxes, knockback, particles, and sound effects. Ranged/unique attacks include Gunner blasters/mines/rail bursts, Mage orbs/blink/starfall, Slugger baseballs and bat, Strongman boulders and punches, Unicorn rainbow beams, Robot guided missiles and electric strikes, Dragon Human fire breath/dragon punches, Among Us blaster and knife attacks, Skibidi Toilet plungers, thrown poo and teleport/flush behavior, 67 digit projectiles, Astra lightning, Spear thrusts, and Brawler shockwave punches. Give each fighter a super meter that charges when dealing damage. At 100%, the super can be activated once with the super key; trigger a brief dramatic “SUPER ATTACK” impact overlay, slow motion, screen shake, zoom, and a large character-specific attack. Examples actually supported by the fighters include Gunner’s huge beam, Brawler’s powerful launch, Fencer’s temporary enhanced attack buff, Mage’s falling magic rain, Spear’s giant spear, Astra’s lightning strike, Slugger’s massive hit, Strongman’s massive boulder, Unicorn’s rainbow barrage, Robot’s missile barrage, Dragon Human’s huge punch, Among Us’s enhanced strike, Skibidi Toilet’s instant flush KO effect, Tung Tung’s timed giant bat mode, and 67’s stream of 6/7 blasts. Tung Tung’s super mode makes the character visibly grow and grants enlarged glowing bat attacks for a limited duration. Defense and interactables: holding shield creates a glowing colored arc/bubble and drains a separate shield meter. Shield damage causes sparks; the meter recovers after a delay when not shielding. Shielding at the correct moment creates a brief parry window that reflects or punishes attacks. If the shield empties, break it, stun the fighter, show a shield-break burst, and prevent immediate defense. Dragon Human can jump repeatedly/infinite-jump, but airborne flight drains shield energy. Place six destructible decorative props around the stage (antenna/crate/crystal/urn/reactor-cell/ring themed according to stage). Attacks and projectiles can break props; breaking one restores some fighter shield and reduces damage, with a bright reward burst. HUD during matches: show a left P1 and right P2/CPU status panel with nickname and fighter name in fighter color, large current damage percentage, a colored damage/remaining-stability bar, stock icons, shield percentage and state labels such as READY, GUARD, RECOVERING, EMPTY, STUNNED, or BREAK, a shield bar, and a super meter labeled SUPER CHARGE, SUPER READY, SUPER ACTIVE, SUPER USED, or SUPER TIMER. At the bottom or center-left show P1’s five cooldown slots labeled F, G, H, T, and V. Include a compact control hint overlay identifying the attack/shield/super controls. Use neon cyan, magenta, gold, lime, purple, and orange glows, with crisp canvas shapes rather than realistic art. Add synthesized arcade sound effects for jumps, hits, attacks, shield charge/break, projectiles, falling, selection, victory, and a repeating electronic background melody during play.