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Arcade › Heroic Impact
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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-based 2D side-scrolling beat-'em-up called "Heroic Impact" using an HTML canvas with a fixed HUD overlay. The game should use a bold comic-book arcade style: dark navy UI backgrounds, heavy black outlines and drop shadows, bright yellow typography, saturated character/enemy colors, large all-caps labels, and impact words such as "THWACK!", "KICK!", "CRASH!", "OUCH!", "RESCUED!", "+LOOT", and "POWER UP!" rendered as outlined floating comic text. The playfield is a simple urban street: a vertical gradient sky from coral/orange at the top through purple to dark blue near the ground, repeating dark blocky building silhouettes with small yellow windows, and a dark road with yellow lane markings. Keep the camera side-on and fixed while the street and objects scroll left to simulate forward movement. Begin at a title menu with a diagonal red-to-blue gradient panel, the yellow shadowed title "HEROIC IMPACT", the subtitle "100 comic-book streets. One unstoppable hero.", and START (or CONTINUE when a saved run exists) plus NEW RUN when appropriate. Then show a dark navy character-selection screen titled "CHOOSE YOUR HERO" with two large shadowed buttons side by side: red Liav, described as "Balanced striker", and blue Leo, described as "Fast brawler". Liav and Leo are simple blocky cartoon fighters with a colored body, contrasting head/hair block, and tiny dark eyes; Liav is red with a yellow accent, Leo is blue with a light accent. Their only gameplay difference is movement speed: Liav 230 and Leo 245. The main goal is to clear 100 sequential stages. Each stage starts with forward scrolling, the hero positioned near the left side of the screen, and several wooden crates ahead. The hero can move horizontally with A/D or Left/Right arrows, punch with J, kick with K, and dodge with L; include matching mobile touch controls at the bottom (left/right arrows and J/K/L buttons). During scrolling, crates move toward the player and additional crates can appear. When the forward travel reaches a threshold, stop scrolling and spawn combat waves from the right. A wave contains 2 or more enemies depending on stage and wave, capped at 8: gray "sentinel" block enemies, light-cyan flying/drone enemies, and occasional pink elite enemies; elites have more health and can sometimes dodge an attack. Enemies approach the player, attack at close range, and damage the hero (normal enemies 4 HP, elites 8 HP). Each stage normally has two waves, with an additional wave on every third stage. After enemies are defeated, a civilian can be present: depict a small white-clothed person with a skin-tone circular head and red overhead detail, moving left; touching them after combat saves them and awards score, coins, and the comic "RESCUED!" popup. Combat is close-range and simple. J punch has a short attack duration, K kick lasts slightly longer and deals more damage; attacks hit enemies within roughly 100 horizontal pixels. Display a white arc slash beside the hero during an attack. L dodge briefly gives invulnerability. Defeated enemies and broken crates can drop colorful circular pickups: gold coin, green health, cyan weapon/power, or purple XP. Walking into them immediately collects them: coins increase coins, health restores HP, weapon restores energy, and XP increases score. Attacking a crate twice breaks it and can drop loot. Add screen shake on impacts, hit outlines, and floating comic feedback. Show the gameplay HUD over the canvas: upper-left dark translucent box with a heart and current HP plus a lightning symbol and energy; upper-right box with SCORE and STAGE n/100; bottom-left control instructions reading "A/D or ←/→ MOVE J PUNCH K KICK L DODGE". Start with 100 HP and 100 energy. HP damage can end the run and return to the menu while preserving the saved progress. Energy should be displayed and power upgrades should increase its maximum/restoration, but retain the simple mechanics shown. Persist stage, score, coins, upgrades, HP, and energy in local storage and offer CONTINUE/NEW RUN. When a stage is cleared, show an upgrade screen reading "STAGE n CLEAR" and "Distribute 10 upgrade points" with four upgrade rows and plus buttons: STRENGTH, HEALTH, POWER / THERGY, and XP / LOOT BONUS. Strength increases attack damage and movement slightly; Health raises maximum health; Power raises maximum energy; XP/Loot Bonus increases score and coin/pickup rewards. After distributing points, CONTINUE starts the next stage. On stage 100 completion show a dark victory screen reading "YOU CLEARED HEROIC IMPACT", "100 stages complete — score ...", and PLAY AGAIN, which resets the run and returns to hero selection. Keep the implementation lightweight and shape-based, with no invented 3D elements or extra systems.