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Neon Smash

  • 2d
  • fighting
  • platform-fighter
  • arcade
  • neon
  • local-multiplayer
  • cpu-opponent
0
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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.

Rebuild "Neon Smash" as a browser-based 2D platform fighting game with a neon arcade presentation. Start on a full-screen character/stage selection UI over a very dark navy background. At the top center show the large spaced title "NEON SMASH" with a soft cyan glow and the subtitle "Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena." The selection panel is a rounded dark translucent card with cyan/blue borders and yellow section headings. Include a collapsible-looking "CODES" bar with a lock icon, an input/modal for secret codes, P1/P2 selection buttons, editable P1 and P2 nicknames, a CPU opponent checkbox, CPU difficulty dropdown (Rival/other levels), stock-count dropdown (default 3), and a Random Fighter + Stage button. Show a responsive grid of fighter tiles with colorful portrait blocks, names, tags/descriptions, and a selected-character highlight. The visible roster includes: Gunner (ranged control), Brawler (power bruiser), Fencer (precision duelist), Mage (arcane caster), Spear (reach fighter), Astra/lightning (lightning god), Slugger (diamond bruiser), Strongman (boulder titan), Unicorn (rainbow mystic), Robot (lock-on machine), Dragon Human (skyfire brawler), 67 (number blaster), Among Us (red imposter), Skibidi Toilet (flush trickster), Tung Tung (Bananini slugger), and Tralalero Tralala (bubble shark); also support a locked secret Void Runner fighter. Give each fighter a distinct bright accent color, simple stylized cartoon/neon portrait, and unique attacks. Let keyboard navigation choose P1 with WASD and P2 with arrow keys; also support mouse selection. Use a second selection step for stage choice, with Back/Confirm controls. Stages include Skyline, Quarry, Frostline, Sun Temple, Reactor, Gyro World, Lava Cave, plus locked Pride Parade, Moon Garden, and Pixel Storm. Each stage tile displays its own gradient/colors and a short hazard description. Secret codes should match the implemented behavior: 1234 unlocks Pride Parade, 67 boosts character 67 speed/damage, 41 removes that boost, 1111 unlocks secret stages, and 8080 unlocks all secrets including Void Runner.

On starting, show a brief loading/matchup transition, then switch to a side-view 2D arena rendered on an HTML canvas. The camera is generally fixed and centered on the whole arena, with dramatic screen shake, zoom, slow motion, and a short KO camera focus for supers and deaths. Use a dark gradient stage background with glowing geometric environmental artwork, neon-edged rounded platforms, small breakable stage props, and particle effects. The arena has a wide bottom platform and several floating platforms laid out according to the selected stage; some alternate platforms drift horizontally. Gyro World slowly rotates its platform arrangement. Fighters are small, readable cartoon figures with colored bodies/accents, expressive simple silhouettes, trails, glow, attack arcs, and effects. Draw stage-specific backgrounds: Skyline has moving rooftop silhouettes and cyan/pink horizon lines; Quarry has angular rock formations; Frostline has ice/snow details; Sun Temple has golden shrine forms; Reactor has green rings; Gyro World has orbital rings; Pride Parade has a huge rainbow flag and arcs; Lava Cave has orange lava, three geysers, and timed lava waves.

The core goal is a stock-based platform fighter: knock the opponent beyond the arena edges or above KO damage, reduce their stocks, and win when their stocks reach zero. Default stocks are 3 and selectable from 1 to 10. Display a gameplay HUD with both player names/fighter labels, stocks, KO/damage percentages, shield status/charge, and super meter/ready state; show controls or a compact hint. Include a result screen announcing e.g. "Gunner wins!" and the winning side, stage, and KO threshold, with Rematch and Back controls.

Player 1 controls: A/D move left/right, W jump, S shield, F light attack, G heavy attack, H special attack, T extra attack, V super. Player 2 uses Left/Right arrows, Up jump, Down shield, J light, K heavy, L special, U extra, I super. If CPU is enabled, P2 follows the selected CPU level with simple approach, attacks, jumps, and occasional super use. Support R to restart during play. Apply acceleration, air control, gravity, platform landing, knockback scaling with damage, invulnerability frames, attack cooldowns, falling deaths, stock respawns, and stage hazards.

Implement a universal shield that absorbs incoming damage with a finite shield HP, drains while held, delays then recharges when released, flashes on impact, and can break and stun the fighter. Newly raised shields have a short parry window that reflects/reverses projectiles and damages the attacker. Breaking stage props can restore some damage/shield resources and produce bright particle bursts. Add hazards appropriate to stages: drifting drone mines on Skyline, falling rocks in Quarry, dropping icicles in Frostline, crossing solar bursts in Sun Temple, energy pulse hazards in Reactor, orbiting hazards in Gyro World, and Lava Cave geysers plus a timed lava wave. Hazards should damage and knock back fighters.

Make attacks and visuals meaningfully different for the roster, based on these behaviors: Gunner fires blasters, mines/balls and rail/beam bursts; Brawler uses heavy punches, shockwaves and rising attacks; Fencer lunges, has precision slashes/ripostes and a powerful temporary super buff; Mage fires arcane orbs, blinks and calls down starfall/magic rain; Spear uses long pokes, spinning sweeps and a huge spear; Astra/lightning performs thunder dashes and sky bolts; Slugger throws baseballs and swings a bat; Strongman throws boulders and uses crushing punches; Unicorn fires rainbow beams and gets a fluffy cloud-like shield visual; Robot has lock-on missiles and electric punches; Dragon Human has fire breath/dragon attacks and infinite/extra aerial jump behavior at shield cost; 67 fires glowing 6 and 7 number blasts and receives the code 67 boost; Among Us fires shots, stabs, and has a giant tongue-style super; Skibidi Toilet throws weak plungers and poo, can flush-teleport, and has an instant flush super; Tung Tung swings a bat, throws/summons Chimpanzini Bananini imagery, and its super makes it huge/strong for a timed duration; Tralalero Tralala is a bubble shark with bubble projectiles, wave summon, burp/bubble effects and tailwhip; Void Runner is a locked dark-energy secret fighter. Supers charge from combat damage and are activated only when ready, using big screen shake, zoom, slow motion, large projectiles/impact effects, and fighter-specific attacks. Add simple synthesized arcade sound effects and looping electronic notes for jumps, hits, shields, supers, KOs, selection, and victory.

Keep the visual style faithful to the shown menu: clean high-contrast UI, rounded panels, cyan/purple/blue neon borders and glows, yellow/gold headings, compact sans-serif typography, colorful roster cards, and dark space-like backgrounds. In gameplay use crisp Canvas 2D vector/cartoon drawing rather than realistic art, with bright emissive outlines, colorful particles, readable silhouettes, and lively camera shake. Ensure the complete flow works: selection -> loading/matchup -> playable fight -> stock KO/result -> rematch or return to selection.

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