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Gothic Brawl

  • 3d
  • fighting
  • arcade
  • side-view
  • comic
  • story-mode
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. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gothic Brawl yet. Play it, then tell Cameron Mains what you would add next.

Make your own game

Gothic Brawl was built by Cameron Mains 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 Gothic Brawl 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 Gothic Brawl

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 playable 2D side-view fighting game presented with simple low-poly 3D geometry and an orthographic camera. Title it “Gothic Brawl.” The setting is a dark comic-book city at night: a flat rooftop fighting platform spans the screen, with a thin bright yellow edge line, silhouetted blocky skyscrapers and small lit windows in the background, deep navy/black sky and fog, and a large pale moon at upper right on the Rooftop arena. Keep the visual style deliberately geometric and original, using rectangular body parts, circular/disk heads, flat saturated colors, soft shadows, and restrained neon accents rather than copyrighted character models.

The core game is a one-on-one brawl. The player starts as BAT HERO, a compact dark armored fighter with a black cape, charcoal body and cowl, pointed ears, pale eyes, and a small gold chest plate. The opponent starts as CLOWN VILLAIN, with a purple coat and limbs, bright green vest and hair puffs, pale circular face, dark eyes, and a red grin. Characters stand on the same horizontal rooftop plane, can move left and right, jump, face their opponent, punch, kick, throw a projectile, and activate a character power. Use basic gravity and jumping; fighters land back on the platform. Movement should feel responsive with acceleration and friction, melee attacks should have short active windows, knockback, hit sparks, and a small screen shake on impact.

Desktop controls: A or Left Arrow moves left, D or Right Arrow moves right, W or Up Arrow jumps, J punches, K kicks, L throws a projectile, and I activates the power. Also provide touch/mobile controls over the game: a three-button directional pad with left, up, and right arrows, plus Punch, Kick, Throw, and Power buttons. The AI clown opponent should chase the player, approach when far away, back up/adjust position when close, use punches and kicks, occasionally jump, throw projectiles at range, and use its power when appropriate.

Display a fighting-game HUD across the top. Put the selected player name and a horizontal health bar on the left, “ROUND 1” and a large countdown timer starting at 90 in the center, and the enemy name and health bar on the right. The center also shows the current arena name and the player’s current power energy, such as “ROOFTOP • PWR 100.” Health begins at 100 for normal fighters and energy begins at 100, regenerating over time; normal thrown projectiles cost 18 energy. Punches and kicks damage the opponent and knock them back, and thrown spinning geometric projectiles travel horizontally and disappear on impact or after a short lifetime. Show hit sparks made of small glowing particles. When a fighter reaches zero health, stop the action and show a large result panel with outcomes such as “BAT HERO WINS,” “CLOWN VILLAIN WINS,” or “DRAW,” plus a button for FIGHT/REMATCH. If the timer reaches zero, the fighter with more health wins, or show DRAW on equal health.

Include a character-select screen before starting a free fight. It has two columns labeled PLAYER and ENEMY and selectable buttons for these eight original comic-style fighters: BAT HERO, RED SIDEKICK, CHAOS QUEEN, WIDOW AGENT, WEB SLINGER, NIGHT OOZE, RED RAVAGER, and CLOWN VILLAIN. Selecting either side immediately updates that fighter’s model, name, colors, health, and stats. Give them visibly distinct geometric designs and colored palettes: Red Sidekick uses red and gold with a green cape; Chaos Queen uses white, pink, pale hair and pigtails; Widow Agent uses black and red with reddish hair; Web Slinger uses red and blue with black suit lines; Night Ooze uses black with white eyes/fangs; Red Ravager uses dark red and black with spikes; and Clown Villain uses purple, green, pale face, green hair and grin. Their implemented differences should be modest speed, damage, and size variations. Include a Change Fighter button during the session that reopens selection.

Each fighter has a named power triggered by I or the mobile Power button and costing 60 energy, with a cooldown and a brief colored particle burst/toast naming the move. Implement these named powers: Bat Hero — Smoke Strike, which grants a short shield and can hit nearby; Red Sidekick — Acrobat Rush, a forward rush and close hit; Chaos Queen — Chaos Pop, a close hit or colored projectile and temporarily disrupts the target’s attacks; Widow Agent — Agent Counter, heals the user and can hit nearby; Web Slinger — Web Snare, pulls/positions the target and hits; Night Ooze — Life Drain, damages nearby and heals the user or fires a projectile; Red Ravager — Berserk Slash, a forward rush with a strong close hit or projectile; Clown Villain — Laughing Gas, disrupts the target and can hit nearby or fire a projectile. Powers should produce colored circular sparks and a brief HUD toast, without adding unsupported extra systems.

Add four named normal arenas that can be entered by traveling beyond the horizontal screen edges: ROOFTOP, CARNIVAL, CHEM PLANT, and CLOCKTOWER. The player crossing the right or left edge transitions to the next or previous arena, brings the opponent along, resets their positions near the entry edge, clears projectiles, and displays an entrance toast. Make each arena visually distinct through background colors, floor colors, edge-line colors, building palettes, and background props: Carnival uses pink/neon carnival glow accents, Chem Plant uses green toxic glows, and Clocktower uses warm gold accents, a moon, and a visible clock hand. After moving right from Clocktower, enter a SECRET BOSS LAIR. Give this arena a black-purple/red palette, a bright pink portal, spike-like pillars, and a stronger opponent labeled SHADOW BOSS. The Shadow Boss is the current enemy scaled larger with 170 health, stronger/faster behavior and attacks; defeating it displays “SECRET BOSS DEFEATED.” Continue generating procedural colored districts if traveling beyond the named map range, with generated district names and blocky backgrounds.

Include a STORY MODE button. Story Mode runs these sequential chapters: Chapter 1 Rooftop Ambush against Clown Villain on Rooftop; Chapter 2 Carnival Chaos against Chaos Queen on Carnival; Chapter 3 Chemical Break-In against Widow Agent on Chem Plant; Chapter 4 Clocktower Chase against Web Slinger on Clocktower; Chapter 5 Endless District against Night Ooze on a generated district; and a Final Chapter Boss Lair against Red Ravager in the Secret Boss Lair. Show a chapter title toast when each stage starts. After a story victory, show “CHAPTER N CLEARED” and a NEXT FIGHT button; after the final victory show “STORY COMPLETE” and offer FREE FIGHT. If the player loses story mode, show a retry/rematch message. Keep the gameplay and UI focused on the visible arena, two fighters, HUD, selection/story overlays, projectiles, particles, and transitions described above.

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