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Arcade › Jump Clash
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Jump Clash was built by hee.leeok 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 Jump Clash 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.
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 game titled “Jump Clash,” a fast 1v1 platform-fighting arena game with one human player against a CPU opponent. Use an orthographic 2.5D side-view camera in a Three.js-like scene: the camera looks across a floating arena from the front, with no perspective distortion, and smoothly follows the midpoint and vertical movement of both fighters. Keep the presentation pixel-art inspired, with nearest-neighbor textures, chunky rectangular shapes, bright flat colors, dark navy backgrounds, and glowing pixel-like hit effects. The match takes place in a dark blue night-sky arena. The background is a large navy-to-near-black gradient with a few tiny square white stars and distant blocky blue-gray skyline silhouettes. Build the stage from four floating platforms: a wide central lower platform around 18 units wide, two smaller platforms to the left and right at mid height (about 7.2 units wide each), and a narrow platform centered high above them (about 5.8 units wide). Platforms have a mint/teal highlighted top edge and dark green striped sides; the side platforms and upper platform can use distinct warm gold/brown and cool cyan/blue top-and-side palettes, while retaining the chunky pixel-block construction. Fighters can jump through open space and land on platforms from above. The arena has blast zones beyond the left/right edges and below/above the stage; falling or being launched outside costs a stock. At the start, show a full-screen roster overlay titled “Jump Clash,” with the subtitle describing it as a pixel arena brawler with an original anime-inspired roster. Present eight selectable fighter cards in a responsive grid. The eight original fighters and their distinct archetypes are: Green Spark (rush hero; fast kicks, fast air drift, electric green bursts), Rubber Rogue (trickster; long reach and wild recoveries), Blade Tempest (sword zoner; heavy slash arcs and green storm trail), Curse Breaker (brawler; red-black hits that stack damage), Silent Clerk (power bruiser; slow but powerful), Mind Trace (support rogue; quick psychic pokes and purple flickers), Infinity Warden (control mage; blue-white pressure and dangerous knockback), and Shadow Vessel (aggressive all-rounder; pink-black rushdown with strong smash hits). Keep the designs original rather than using existing copyrighted characters. Selecting a card starts a match, choosing that fighter for the player and randomly selecting a different fighter for the CPU. Represent each fighter as a small, blocky pixel sprite made from simple rectangular regions: colored hair, skin-colored head and arms, a colored shirt, dark pants, tiny eyes/mouth details, and a shadow-like base mark. Scale the sprite large enough to read clearly against the stage. Add a translucent square pixel aura behind each fighter in that character’s signature color. The player and CPU should face one another, flip their sprites and auras horizontally when changing direction, and have subtly rotating aura effects. Use these signature palettes: Green Spark bright green hair, tan skin, blue shirt, dark pants, mint aura; Rubber Rogue black hair, red shirt, green pants, yellow aura; Blade Tempest green hair, very dark shirt and blue pants, pale green aura; Curse Breaker red hair, black shirt and burgundy pants, pink-red aura; Silent Clerk white hair, navy shirt and gray pants, pale mint aura; Mind Trace purple hair and purple outfit, lavender aura; Infinity Warden pale hair, bright blue shirt and dark pants, light blue aura; Shadow Vessel pink hair, near-black/pink outfit, hot-pink aura. Gameplay rules: each fighter begins with 3 stocks and 0% damage. The HUD stays over the game view with a dark translucent panel bordered in gold at top left for P1 and top right for CPU. Show each fighter name and stats in the form “0% · ♥♥♥”; update the percentage as damage rises and remove hearts as stocks are lost. The player starts near the left side and the CPU near the right. Fighters have horizontal movement, gravity, air control, platform collision, hitstun, knockback, invulnerability briefly after spawning, two available jumps (double jump), and character-specific speed, jump strength, attack power, and reach. Damage increases knockback: a hit adds 9% and a smash adds 16%; smash attacks have greater reach, power, knockback, hitstun, and brighter/larger impact effects. Controls must work with keyboard and touch/mobile buttons. Keyboard controls: Left Arrow and Right Arrow move, Up Arrow jumps (using one of up to two jumps), Z performs a quick light attack, and X performs a heavier smash attack. Include visible mobile controls near the bottom: left, right, and up directional buttons on the lower left, plus Z and X action buttons on the lower right. On desktop, hide the touch controls. Also show a small help strip listing Move: left/right, Jump: up, Attack: Z, Smash: X. A Roster button at the top center reopens fighter selection, and the R key also reopens it. The light attack should have a short cooldown of roughly 0.34 seconds; the smash should have a cooldown of roughly 0.72 seconds. Attacks only connect when the opponent is within the attacker’s character-specific reach, roughly aligned vertically, in front of the attacker, and not invulnerable. On a successful hit, add damage, launch the defender in the attacker’s facing direction with upward knockback, enter hitstun, and spawn a colored expanding pixel burst at the defender. On a miss, spawn a smaller burst in front of the attacker. During attacks, emit small colored aura trails/sparks. Jumping should also create a short colored trail. Use short center-screen messages such as “Fighter vs Fighter,” “lands a hit!”, “lands a smash!”, and “lost a stock!” in a dark panel with a pale teal border. Implement simple CPU behavior rather than a second player: it tracks the human’s horizontal position, walks toward them, faces them, attacks when close enough using a mixture of light and smash attacks, and jumps when separated widely or when it needs to reach a higher position. The CPU should obey the same physics, platform landings, attacks, damage, stocks, blast zones, and respawn rules. When a fighter crosses a blast zone, decrement their stocks. If stocks remain, respawn them above the arena near their starting side with 0% damage, reset velocity and jumps, give about 1.3 seconds of invulnerability, and show a respawn burst. If they lose their final stock, end the match and show a centered end overlay saying “Victory!” if the player won or “Defeat” if the CPU won, with text stating which fighter wins the arena and a Rematch button. Rematch should restart with the same selected player fighter and a newly randomized different CPU fighter. Maintain the dark navy, gold, cyan, mint, and character-aura color language throughout the HUD, overlays, buttons, and effects, with bold readable UI and responsive layout for mobile screens.