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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 responsive browser fighting game titled “Neon Smash,” a neon arcade platform fighter with a dark futuristic UI and a 2D side-view canvas arena. The game should open on a character/stage selection screen rather than directly in combat. Use a deep navy/black background with subtle pink and blue glow, large centered uppercase title “NEON SMASH,” and subtitle explaining that players pick a fighter, stage, and whether P2 is CPU, then launch rivals off the arena. The selection interface is a rounded translucent dark panel with cyan borders and glow. Provide editable Player 1 and Player 2 nicknames, a CPU toggle for P2, CPU difficulty selection, stock count selection, swap and randomize controls, and keyboard navigation. Character selection is a six-column grid of colorful portrait tiles with neon gradients, each showing the fighter name, tag, and short description. Support these exact fighters and identities: Gunner (cyan, ranged control; blasters, mines, rail bursts), Brawler (coral, power bruiser; heavy punches and shockwaves), Fencer (lavender, precision duelist; lunges, ripostes, crescents), Mage (purple, arcane caster; orbs, blink magic, starfall), Spear (green, reach fighter; long pokes and spinning sweeps), Astra (yellow, lightning god; thunder dashes and sky bolts), Slugger (orange, diamond bruiser; baseballs and heavy bat), Strongman (brown, boulder titan; boulders and crushing punches), Unicorn (pink/rainbow mystic; rainbow beams and cloud shields), Robot (pale cyan, lock-on machine; guided missiles and electrified punches), Dragon Human (red/orange, skyfire brawler; infinite jumps, fire breath, dragon punches), 67 (yellow/purple number blaster; fires shaped 6 and 7 blasts), Among Us (red imposter; blaster shots, knife stabs, giant tongue super), Skibidi Toilet (white/cyan flush trickster; plungers, poo throws, flush teleport, instant flush super), and Tung Tung 🏏 / Bananini Slugger (brown/orange; swings a bat, summons Chimpanzini Bananini, and grows huge). Show two player preview banners beneath the grid with a colored fighter art block, selected fighter, tag, description, nickname, and Human/CPU status. Character selection can be confirmed to move to a separate stage selection step, with back navigation. Include these exact stages, each with a distinct gradient background, neon accent, platform layout, and recurring hazard: Skyline (navy/pink city rooftop skyline, drifting drone mines), Quarry (dark red/brown rocky quarry, falling rocks), Frostline (blue frozen sky, falling icicles), Sun Temple (purple/gold shrine, horizontal solar bursts), Reactor (dark navy/green energy facility, sweeping energy pulses), Gyro World (purple/cyan arena with orbit rings; arena slowly rotates 360 degrees while platforms move), and Lava Cave (dark red/orange cavern with three geysers and a timed lava wave). Each arena has several floating rounded rectangular platforms plus a wide bottom platform, with some platforms gently moving horizontally; Gyro World rotates the platform arrangement over time. Draw simple stylized background architecture appropriate to each stage: skyline buildings and horizon lines, quarry rock silhouettes, frost particles/crystals, temple columns, reactor rings/cells, gyro orbital rings, and lava at the bottom with geysers and waves. Combat is a two-player platform fighter. Players have horizontal movement, jumping, attacks, shields, damage percentage, super meter, stocks, knockback, KO state, respawn invulnerability, and off-screen ring-outs. Default match uses 3 stocks, but allow 1–10 stocks. A fighter is eliminated from a stock when damage reaches 115% or they are launched outside the arena; play a death animation and particle burst, decrement stocks, then respawn until one player has no stocks. Display a result screen naming the winning fighter and stating the winning side, stage, and 115% KO rule, with Rematch and Back buttons. Use a bright minimalist neon art style rendered with Canvas 2D: small stylized fighter silhouettes/bodies with colored heads and torsos, thick white outlines, colored glow, movement trails, attack arcs, projectiles, impact sparks, screen shake, and occasional slow-motion/super zoom. Fighters should be visually distinguishable with simple signature shapes: Gunner with blaster, Brawler with oversized gloves, Fencer with sword, Mage with glowing orb/robe-like aura, Spear with long spear, Slugger with cap and bat, Strongman with large muscular silhouette and boulder motif, Robot as outlined box with antenna and red eyes, and Tung Tung as a brown banana-like bat character. Draw the other themed fighters as simple canvas silhouettes using their established neon colors. Include destructible stage props matching each arena (antenna, crates, crystals, urns, reactor cells, rings); hitting or breaking a prop produces particles and restores some fighter damage/shield, so props are interactive rather than merely decorative. Player 1 controls: A/D move left/right, W jump, S shield, F light attack, G heavy attack, H special, T extra/special move, V super. Player 2 controls: Arrow Left/Right move, Arrow Up jump, Arrow Down shield, J light attack, K heavy attack, L special, U extra/special move, I super. Prevent browser scrolling for gameplay keys. Allow R to restart the current match. If CPU is enabled, P2 automatically approaches P1, attacks at a difficulty-dependent rate, jumps when needed, gradually charges super at higher difficulty, and uses super automatically. CPU level and stock count are selectable before starting. Implement a shared move framework but make every fighter’s attacks materially different. Light/heavy attacks can be close-range hitboxes or projectiles. Gunner fires cyan shots, grenades/rail-like attacks and a huge beam super; Brawler performs rising punches and shockwaves; Fencer lunges and becomes a stronger fast duelist during super; Mage blinks and calls down falling magical projectiles; Spear lunges and fires a huge spear super; Astra performs lightning dashes and bolts; Slugger throws baseballs and uses powerful bat swings; Strongman throws boulders and has heavy jump/punch attacks; Unicorn emits rainbow projectiles and rainbow super streams; Robot fires guided lock-on missiles and electric punches; Dragon Human can jump repeatedly/infinite-jump, breathe fire, and perform dragon punches; 67 fires visible “6” and “7” number projectiles; Among Us uses red blaster/knife-style attacks and a giant tongue-themed super; Skibidi Toilet throws plungers and poo projectiles, teleports via flush-like movement, and has an instant-flush super that can KO the opponent; Tung Tung throws a bat, swings a bat, summons a small Chimpanzini Bananini chase creature, and becomes visibly enlarged/empowered for a timed super. Give attacks cooldowns, attack animations, projectiles with gravity where appropriate, hit sparks, knockback scaling with damage, and distinct sound effects. The shield is a visible defensive mechanic. Holding shield reduces incoming damage against a shield meter; shield slowly drains while held, can be broken to stun the fighter, and recharges after a delay when not held. Starting a shield has a brief parry window that reflects projectiles and counters attacks, adds super charge, and creates a bright white parry flash. HUD must show shield percentage and states such as GUARD, CHARGING, RECOVERING, EMPTY, BREAK, STUNNED, or KO. Super meter fills from dealing damage and can reach SUPER READY; pressing the super key once activates a dramatic super with a dark overlay, border, “SUPER ATTACK” label and fighter name, screen shake, slow motion, zoom, bright colored effects, and fighter-specific behavior. For Tung Tung and Fencer, the super grants a timed empowered mode; for other fighters it performs their powerful signature attack. Make sure supers cannot be reused improperly and show SUPER CHARGE, SUPER READY, SUPER ACTIVE, SUPER USED, or SUPER TIMER. During combat place a compact HUD across the top with two fighter panels, colored names/nicknames, fighter names, large damage percentages, damage bars, stock icons, shield meter/status, and super meter. Include a Player 1 cooldown strip labeled F/G/H/T/V. Use neon accent colors tied to each fighter. Add a short loading/countdown transition before combat, then show the stage and fighters. Add lightweight synthesized arcade audio: looping simple electronic notes during matches and distinct tones for selection, jump, hit, fall, shield/parry, zap, special, and victory. The overall result should feel like a polished, responsive, colorful local two-player/CPU arcade brawler: dark futuristic presentation, bright glowing combat effects, platform recovery and ring-outs as the main goal, and selection/result screens matching the neon card-based UI.