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Neon Smash

  • 2d
  • fighting
  • platform-fighter
  • arcade
  • local-multiplayer
  • neon
  • canvas
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.

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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.” Use a full-window HTML canvas for the match and a polished dark-blue futuristic UI for setup screens. The game is a local two-player stock battle, with an optional CPU opponent. The goal is to knock the opposing fighter out of the arena by increasing their KO damage and launching them beyond the blast zones; damage percentage rises with hits and knockback becomes stronger at higher damage. Each fighter starts with the selected number of stocks (default 3, selectable from 1–10). When a fighter loses a stock they respawn at their starting side with damage reset; the last fighter with stocks wins, followed by a result screen showing the winner, stage, and KO damage.

Start on a fighter/stage selection screen matching the supplied visual: large centered “NEON SMASH” heading, subtitle explaining that players pick fighters, a stage, and whether P2 is CPU, and a rounded translucent navy panel with cyan/yellow/pink neon borders. Include a Codes row with an “OPEN” button and modal input. Provide P1/P2 selection tabs, editable P1 and P2 nicknames, a CPU opponent checkbox, CPU level selector (Rival/normal-style options), stock selector, Swap and Random Fighter + Stage controls, and a grid of character cards. Character cards have colorful gradient portrait blocks, name, role/tag, short move description, and active-selection glow. Include a second step for stage selection with Back and Start controls, plus matchup/player banners. Support keyboard navigation on the selection screen: WASD changes P1’s highlighted fighter and arrow keys change P2’s highlighted fighter.

Include this roster and preserve their distinct visual colors, roles, and attacks: Gunner (cyan ranged control; blasters, mines/rail-style bursts), Brawler (coral power bruiser; heavy punches and shockwaves), Fencer (lavender precision duelist; lunges/ripostes/crescents), Mage (violet arcane caster; orbs, blink magic, starfall), Spear (green reach fighter; long pokes and spinning sweeps), Astra/Lightning (yellow lightning god; thunder dashes and sky bolts), Slugger (orange diamond bruiser; baseball throws and heavy bat swings), Strongman (brown boulder titan; boulders and crushing punches), Unicorn (pink rainbow mystic; rainbow beams and cloud-like shield), Robot (light-blue lock-on machine; guided missiles and electrocute punches), Dragon Human (red/orange skyfire brawler; fire breath, dragon punches, infinite/extra aerial mobility), 67 (yellow/purple number blaster firing visible “6” and “7” projectiles), Among Us (red imposter with blaster shots, knife attacks, and a giant tongue super), Skibidi Toilet (white toilet trickster with plungers, poo throws, flush teleport, and an instant flush super), Tung Tung / Bananini Slugger (brown bat-wielding character that can throw a bat, summon a chimp-like Bananini projectile, and grow huge during its super), and Tralalero Tralala (blue bubble shark that throws bubbles, uses tailwhips and waves). Also implement the locked Void Runner secret fighter, a dark purple character with dark-energy attacks, revealed by the all-secrets code.

Provide code redemption behavior visible in the UI: 1234 unlocks the Pride Parade stage, 67 boosts the 67 fighter’s speed and damage, 41 removes that 67 boost, 1111 unlocks Moon Garden and Pixel Storm, and 8080 unlocks all secrets including Void Runner and hidden stages. Locked content should not appear in the selection grid until unlocked.

The match is a side-view 2D platform arena rendered with crisp canvas shapes, glowing outlines, particles, screen shake, hit flashes, sound effects, and subtle electronic background music generated with Web Audio. Use a dark vertical-gradient background, colored atmospheric glow, drifting particles, scanline-like horizontal accents, silhouettes and stage-specific decorations. The arena contains several floating rounded rectangular platforms plus a wide bottom platform. Some upper platforms drift horizontally, and the Gyro World stage rotates its platform arrangement slowly. Fighters are compact stylized cartoon/cel-shaded figures around 30x46 pixels, each visibly differentiated: Gunner has a cyan blaster look, Brawler a stocky coral bruiser, Fencer a sword, Mage a glowing orb/robe silhouette, Spear a long spear, Slugger a helmet and bat, Strongman a large rocky body, Robot a boxy robot with antenna and red eyes, Unicorn a bright mystical figure, Dragon Human horns, Among Us visor, Skibidi Toilet a toilet body, Tung Tung a bat, Tralalero a shark, and 67 literally shaped from the digits. Draw attacks as colored projectiles, arcs, beams, bubbles, numbers, fire, lightning, waves, bat swings, and impact particles rather than relying on external art.

Stages and their mechanics: Skyline is a blue/pink rooftop arena with drifting drone mines; Quarry is a brown/orange rocky arena with falling rocks; Frostline is an icy blue arena with falling icicles; Sun Temple is purple/gold with moving solar bursts; Reactor is a dark green energy deck with pulse hazards; Gyro World is purple/cyan and slowly rotates 360 degrees while platforms move; Lava Cave is red/orange with three geyser locations and a timed lava wave; Pride Parade is a rainbow arena beneath a giant pride flag; Moon Garden is a secret moonlit purple garden with drifting platforms; Pixel Storm is a secret purple/cyan storm arena with pulse hazards. Each stage should use its own background accent color, geometric silhouettes, and neon platform trim. Hazards spawn over time and damage/knock back fighters on contact. Lava Cave specifically has periodically triggered geysers and a sweeping timed lava region.

Controls during matches: P1 moves with A/D, jumps with W, shields with S, light attack F, heavy attack G, special attack H, extra/character utility move T, and super V. P2 uses left/right arrows, Up to jump, Down to shield, J light, K heavy, L special, U extra/utility, and I super. Prevent repeated jump activation while holding the key; allow a ground jump and an air jump, with the extra move providing a powerful additional jump. Fighters accelerate, decelerate, face the opponent-facing direction, and fall under gravity onto platforms. Dragon Human has special aerial flight behavior. The CPU controls P2 when enabled, approaches P1, attacks at intervals, jumps when appropriate, charges and uses supers at higher difficulty levels.

Implement five combat action categories for every fighter: light, heavy, special, extra, and a super charged by dealing/taking combat damage. Give each roster member genuinely different projectile, melee, movement, and super behavior as described in the roster. Examples required by the mechanics: Gunner fires rapid shots and a strong beam; Brawler launches with shockwaves; Fencer lunges and gains an empowered sword buff; Mage teleports and calls falling magic; Spear lunges and throws a huge spear; Astra calls lightning bolts; Slugger throws baseballs and delivers a heavy bat hit; Strongman throws boulders; Unicorn fires rainbow attacks; Robot fires lock-on missiles; Dragon Human breathes fire and performs a high-knockback dragon strike; Among Us shoots and uses a tongue super; Skibidi Toilet throws plungers/poo and can perform an instant flush KO; Tung Tung has bat attacks and an enlarged temporary super state; Tralalero creates bubbles and a giant wave; 67 fires digit projectiles. Add projectile collision with fighters and destructible stage props.

Every fighter has a visible rechargeable shield. Holding the shield key creates a glowing semicircular shield that slowly drains; damage is absorbed by shield health instead of damage percentage. Tapping/starting a shield grants a short parry window that reflects incoming projectiles or counter-damages attackers. If shield health reaches zero, break the shield, stun the fighter, show a bright burst and shard effects, and impose a recharge delay. When not shielding and after a delay, shield health slowly recharges. Breaking destructible neon stage props restores some fighter damage and fully refreshes their shield, creating a reason to attack props. Show shield state with the character glow, shield arc, break effect, and recharge particles.

Build a clear in-match HUD: both player names and fighter names, stocks/lives, KO damage percentages, shield status/health, and super meter/readiness. Add a compact controls hint. When supers activate, briefly slow time, zoom the camera, shake the screen, flash the arena, and emphasize the distinctive attack with large particles and glowing trails. When a fighter is launched or loses a stock, use a short dramatic KO camera/slow-motion sequence, then respawn or end the match. Add a result screen with winner text, rematch button, and return-to-selection button. Keep the overall look highly polished, neon arcade, responsive, and readable, with no invented 3D perspective: it is a 2D side-view brawler with animated geometric/cel-shaded canvas art and strong cyan, magenta, yellow, purple, and stage-specific glows.

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