Arcade › Neon Smash
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.
Nobody has said anything about Neon Smash yet. Play it, then tell kellen.lenzt0 what you would add next.
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.
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.
Recreate a browser-based 2D neon platform fighting game titled “Neon Smash.” Use a full-window HTML canvas with a dark navy/black sci-fi presentation, bright cyan/gold/pink accent colors, glowing outlines, particles, screen shake, and a clean overlay UI using rounded dark translucent panels. The camera is fixed side-on to the entire arena; players are small stylized humanoid fighters viewed in profile, with colored rectangular torsos, circular heads, simple weapon/attack silhouettes, motion trails, attack arcs, projectiles, shield effects, and animated hit particles. Start on a character/stage selection screen. Show the large uppercase title NEON SMASH and the subtitle “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.” Provide Choose P1 and Choose P2 tabs, a CPU opponent checkbox, CPU level dropdown with Rookie/Rival/Elite, a “Random Fighter + Stage” button, fighter cards, stage cards, Swap P1 / P2, and a prominent Start Battle button. Fighter cards should use colorful gradient portrait blocks with a simple head/body portrait and an icon. Include these six fighters with exactly these identities and descriptions: Gunner — “Ranged control,” “Blasters, mines, and rail bursts”; Brawler — “Power bruiser,” “Heavy punches and shockwaves”; Fencer — “Precision duelist,” “Lunges, ripostes, and crescents”; Mage — “Arcane caster,” “Orbs, blink magic, and starfall”; Spear — “Reach fighter,” “Long pokes and spinning sweeps”; Astra — “Lightning god,” “Thunder dashes and sky bolts.” Let the selected fighter and stage visibly highlight with cyan borders and update a selection summary such as P1 versus P2/CPU and the chosen stage. Provide six selectable arenas, each with a distinct dark gradient background, neon color, simple geometric background art, ledges/platforms, and a recurring environmental hazard: Skyline (blue/pink city rooftops, drifting drone mines); Quarry (brown/orange rocky geometry, falling rocks); Frostline (blue/cyan frozen setting, falling icicles); Sun Temple (purple/gold shrine geometry, horizontal solar bursts); Reactor (dark teal/green reactor deck, energy pulse hazards); Gyro World (purple/cyan orbital rings, slowly rotating arena/platform arrangement and orbiting hazards). Platforms are dark solid rectangles with bright colored top edges and some platforms bob or drift horizontally; include a wide bottom platform plus several elevated platforms. Add six destructible neon stage props/blocks in the arena. Attacks can damage props; breaking a prop restores the attacking player’s shield to full and creates a large white particle burst. The battle is a two-player stock-based platform fighter. P1 starts on the left and P2 on the right, each with 3 stocks and 0% damage. Players can run, jump, attack, guard, take knockback, land on platforms, and be launched off the arena. Damage percentage increases when hit and causes progressively stronger knockback. At 115% damage, or when a fighter falls beyond the arena bounds, trigger a spinning/fading KO animation; decrement a stock and respawn with reset damage, or end the match when a player loses all stocks. The winner screen should show a crown, “Victory!”, the winning fighter name followed by “wins!”, a simple victory portrait, the winning side, arena name, and “at 115% KO damage,” with Rematch and Character / Stage Select buttons. Controls must match the on-screen hint: P1 uses WASD for movement/jump, S for shield, and F/G/H/T for light, heavy, special, and fighter-specific extra attacks. P2 uses arrow keys for movement/jump, Down Arrow for shield, and J/K/L/U for light, heavy, special, and extra attacks. R restarts a battle. Prevent browser scrolling for the gameplay keys. If CPU is enabled, P2 is controlled by a simple AI whose behavior improves with Rookie/Rival/Elite level: approach P1, face them, attack at close range, and jump when appropriate. Implement fighter-specific attacks grounded in their presentation: Gunner fires fast blaster shots, a heavier arcing explosive shot, and a straight bright rail beam; the extra fires a spread/burst of multiple projectiles. Brawler uses close heavy punches, upward shockwave-like attacks and a forceful extra launch. Fencer performs precise lunges and invulnerable/rapid dash strikes with sword-like white crescents. Mage fires magical orbs, uses a blink/teleport heavy move, and launches multiple arcane projectiles/star-like effects. Spear has long-reaching pokes, sweeping/spinning attacks, and a forward lunge. Astra/Lightning has thunder dashes, bright lightning bolt effects, temporary invulnerability, and a strong lightning attack. Give light, heavy, special, and extra attacks cooldowns, show four top-center cooldown bars labeled F/G/H/T for P1, and provide bright audiovisual feedback. Shielding is a real resource mechanic. Holding the shield key displays a colored translucent semicircular energy barrier, slows the fighter, and drains a shield meter. Incoming damage is absorbed by the shield instead of increasing damage percentage. Starting a shield briefly enables a parry window that can reflect/return an attack. If shield energy reaches zero, break the shield: stun the fighter, show a burst/cracked shield effect, and prevent immediate reuse until it recovers. After a delay, the shield slowly recharges; breaking stage props immediately charges it. Show each fighter’s HUD in translucent panels at the upper left/right with P1/P2 or CPU name, fighter name, damage percentage, colored damage bar, three-stock icons, shield percentage bar, and status text such as READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, BREAK!, or KO!. Put the controls hint in a pill at the bottom center during play. Spawn hazards over time according to the selected arena and make them damage/knock back fighters: a horizontally drifting drone orb in Skyline, falling angular rock in Quarry, falling triangular icicle in Frostline, a glowing horizontal-moving sun burst in Sun Temple, a pulsing ring/orb in Reactor, and a moving orbiting orb in Gyro World. Use neon shadows/glows, geometric silhouettes, colored projectiles, impact bursts, shield rings, lightning strokes, and occasional camera shake. Add lightweight synthesized Web Audio effects for selection, jumping, hits, special attacks, shield charge/break, falling, victory, and a repeating low-volume electronic triangle-wave battle music pattern. Ensure the layout is responsive: fighter/stage cards become two columns on narrow screens, the selection panel scrolls if needed, and the canvas fills the viewport.