Skip to content

Arcade › Neon Smash

Neon Smash

  • 2d
  • fighting
  • platform-fighter
  • arcade
  • neon
  • multiplayer
  • cpu-opponent
0
Remix it Discord

9 plays

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.

Create a browser-based 2D neon platform fighting game titled “Neon Smash.” It has a polished selection flow followed by a real-time canvas arena fighter. The visual style is dark futuristic arcade: near-black/navy backgrounds, vivid cyan, magenta, violet, orange, lime, and yellow neon accents, glowing outlines, particles, screen shake, and compact stylized character art.

START/SELECTION SCREEN: Show a large centered “NEON SMASH” title and subtitle explaining that players pick a fighter, stage, and whether P2 is CPU, then launch rivals off the arena. Use a dark translucent rounded-panel layout similar to the supplied screenshot. The first selection step is “CHOOSE FIGHTERS,” with P1/P2 selection tabs, editable P1 and P2 nicknames, a CPU opponent checkbox/toggle, CPU level selector (including Rival), stock selector (default 3), a Random Fighter + Stage button, swap button, and a grid of fighter tiles (six columns). Each tile has a colored gradient portrait block, fighter name, player assignment, tag, and short description. Include preview banners for P1 and P2 showing selected character, tag, description, nickname, and whether human/CPU. Keyboard character-grid navigation uses WASD for P1 and arrow keys for P2; clicking tiles also selects them. After confirming characters, show the stage-selection step with stage tiles and Back/Start controls. The selection note summarizes the matchup and stage.

FIGHTERS: Include these selectable characters with distinct colors, simple recognizable silhouettes/details, and their own attacks:
- Gunner, cyan/blue: ranged control; blasters, mines, rail bursts.
- Brawler, coral/red: power bruiser; heavy punches and shockwaves.
- Fencer, pale violet: 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; baseball throws and heavy bat swings.
- Strongman, brown/tan: boulder titan; boulders and crushing punches.
- Unicorn, pink/rainbow: rainbow mystic; rainbow beams and fluffy cloud shields.
- Robot, light blue/steel: lock-on machine; guided missiles and electrocute punches.
- Dragon Human, red/orange: skyfire brawler; fire breath, dragon punches, and infinite/double-style aerial jumping.
- 67, yellow/purple: number blaster; fires projectile “6” and “7” digits.
- Among Us, red: imposter; blaster shots, knife stabs, and a giant tongue super.
- Skibidi Toilet, white/blue/brown: flush trickster; plungers, poo throws, flush teleport, and instant flush super.
- Tung Tung 🏏 (internally a bat/banana-themed fighter): brown/orange Bananini slugger; bat attacks, summons Chimpanzini Bananini, and can grow huge.
- Tralalero Tralala, cyan/blue bubble shark: summons waves, bubbles, and tailwhips.

MATCH RULES AND COMBAT: Start both fighters on opposite sides of the arena with the selected number of stocks. This is a platform fighter: movement is acceleration-based, fighters jump, fall under gravity, land on platforms, attack in the direction they face, and are defeated by being launched beyond the arena or reaching 115% KO damage. A stock is lost on death; remaining fighters respawn at their starting sides with damage reset and temporary invulnerability. When a player loses all stocks, briefly show a KO/death-camera moment, then a result screen stating the winning fighter and stage.

Use these controls in the match: P1 movement A/D, jump W, shield S, light attack F, heavy attack G, special H, extra attack T, and super V. P2 movement Left/Right, jump Up, shield Down, light J, heavy K, special L, extra U, and super I. If CPU is enabled, P2 is controlled by a simple opponent AI whose selected CPU level affects movement, attacks, jumping, super charging, and super usage. Press R during play to restart the match.

Give each fighter light, heavy, special, extra, and super attacks, with the character-specific behavior represented in the source mechanics: ranged fighters fire glowing projectiles; melee fighters use short hitboxes and launch attacks; special/extra moves can dash, teleport, leap, create shockwaves, fire spread shots, summon effects, or grant temporary buffs. Damage increases the attacker’s super meter; at 100% the super becomes ready. Supers should be high-impact attacks matching the character, such as Gunner’s huge rail beam, Brawler’s explosive leap, Mage’s falling magic rain, Spear’s giant spear, Astra’s lightning strike, Strongman’s massive boulder, Unicorn’s rainbow barrage, Robot’s missile barrage, Dragon Human’s powerful dragon punch, Skibidi Toilet’s instant flush KO, Tralalero’s giant wave, and 6/7’s stream of number projectiles. Add brief slow motion, camera zoom, screen shake, glowing bursts, and character-specific death effects for major hits and supers.

DEFENSE AND INTERACTION: Holding shield creates a visible curved glowing energy shield with a limited shield meter. Shield slowly drains while held, can be damaged and broken, stuns the defender when broken, and recharges after not being hit. The first instant of raising shield is a parry window that reflects projectiles or damage back to attackers and creates a bright flash. Breaking stage props restores some damage and replenishes shield, so props are destructible and strategically useful. Include glowing hit sparks, trails, jump dust, shield sparks, parry flashes, KO bursts, and colored projectile trails.

STAGES: Provide these selectable stages, each with a dark gradient background, neon stage color, platforms, backdrop art, and a recurring hazard:
- Skyline (navy/pink): rooftop skyline and antenna silhouettes; drifting drone mines.
- Quarry (dark brown/orange): angular quarry walls and crates; falling rocks.
- Frostline (dark blue/cyan): frozen atmosphere and icicles; falling ice hazards.
- Sun Temple (purple/gold): shrine/temple silhouettes; moving solar bursts.
- Reactor (deep navy/green): glowing reactor/cell motifs; energy pulse hazards.
- Gyro World (purple/cyan): concentric rotating rings; the arena slowly rotates 360 degrees while platforms move, with an orbiting hazard.
- Lava Cave (dark red/orange): cavern with a bright lava floor; three geysers and a timed lava wave. Geysers occur periodically and the lava wave sweeps across the left half of the cavern.

Each arena should have multiple floating rounded rectangular platforms arranged at different heights plus a wide bottom platform. Some platforms move horizontally; Gyro World rotates the platform arrangement. Scatter six breakable neon stage props with simple stage-appropriate shapes (antennas, crates, crystals, urns, reactor cells, or rings where applicable); attacks and projectiles can knock them around and destroy them. Draw the backdrop with animated geometric linework appropriate to the stage, and render the lava floor/geysers when on Lava Cave.

IN-MATCH PRESENTATION/HUD: Use a canvas filling the browser window and a compact neon HUD over it showing the two player names/character identities, stocks, KO damage percentages, shield/super status, and control hints. Show a loading transition before a match, a result/victory overlay after the last stock, and buttons for Rematch and Back to selection. Play synthesized arcade sounds for selection, jumps, hits, shield/parry, projectiles, supers, falling, and victory, plus a quiet repeating electronic music pattern during matches. Keep all UI responsive and use CSS rounded translucent panels, neon borders, gradients, and glow effects consistent with the supplied selection screenshot.

More free browser games

Browse the whole Arcade →