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.
Create a browser-based 2D neon platform fighting game titled "Neon Smash". Use a full-screen HTML canvas with a responsive overlay UI, no external assets required: draw the characters, arenas, effects, props, hazards, HUD, and menu with crisp Canvas 2D shapes, bright outlines, gradients, particles, glow, screen shake, and simple synthesized sound effects/music. The visual mood is futuristic arcade: dark navy/black backgrounds, cyan, magenta, gold, lime, orange, and violet accents, rounded translucent navy UI panels, uppercase condensed-looking headings, and neon edge lighting. Start on a character/stage setup screen. Show the title NEON SMASH and the subtitle "Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena." Let the user choose P1 or P2 and display a 6-column grid of fighter tiles. Each tile has a colorful gradient portrait, a small icon, fighter name, player label, and the following exact roster 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"; Slugger — Diamond bruiser; "Throws baseballs and swings a heavy bat"; Strongman — Boulder titan; "Throws boulders and delivers crushing punches"; Unicorn — Rainbow mystic; "Rainbow beams and fluffy cloud shields"; Robot — Lock-on machine; "Guided missiles and electrocute punches"; Dragon Human — Skyfire brawler; "Infinite jumps, fire breath, and dragon punches"; 67 — Number blaster; "Shaped like 6 and 7, firing number blasts". Give each a distinct neon color and simple portrait silhouette/icon (star, impact burst, crossed sword, sparkle, flag, lightning bolt, baseball, rock, unicorn, robot, dragon, and 6/7 lettering). The setup screen must include editable P1 and P2 nicknames, a CPU opponent checkbox, CPU level select with Rookie/Rival/Elite, a Stocks select from 1 to 10 defaulting to 3, and a "Random Fighter + Stage" button. Show two fighter preview banners identifying each selected fighter, tag, description, nickname, and whether it is Human or CPU. Include keyboard selection navigation: WASD for P1's grid and arrow keys for P2's grid. After "Confirm Characters", move to a stage selection step with Back to Characters, Swap P1/P2, and Start Battle buttons. Stages are selectable cards with these names and descriptions: Skyline — "Drone mines drift across rooftops"; Quarry — "Falling rocks shake the ledges"; Frostline — "Icicles drop from the frozen sky"; Sun Temple — "Solar bursts cross the shrine"; Reactor — "Energy pulses sweep the deck"; Gyro World — "The arena slowly rotates 360° while platforms move"; Lava Cave — "Three geysers and a timed lava wave control the cavern". The default selection is Gunner versus Brawler on Skyline. Add a brief dark loading screen with a gold loading title before the battle. The actual battle is a side-view platform fighter on a single-screen arena. Two small stylized fighters spawn near the left and right sides, with several floating platforms and a wide bottom platform. Characters can move horizontally, jump, attack, shield, take knockback, and be launched off the screen. Damage is percentage-style: start at 0%, increase when hit, and make knockback progressively stronger as damage rises. A fighter is KO'd at 115% damage or when knocked outside the arena; consume one stock and respawn with 0% damage, temporary invulnerability, reset cooldowns, and a spawn burst. End the match when one player's stocks reach zero, then show a victory screen with a crown, "Victory!", the winning fighter name, the winning stage and KO percentage, an illustrated winner, and Rematch plus Character / Stage Select buttons. Use these controls exactly. P1: A/D move, W jump, S shield, F light attack, G heavy attack, H special attack, T extra attack, V use a fully charged super once. P2: Left/Right move, Up jump, Down shield, J light, K heavy, L special, U extra, I super once. R restarts the battle. If CPU is enabled, P2 is controlled by a basic AI that approaches P1, attacks at intervals, jumps to reach higher targets, and at higher levels charges and uses supers more often. Show a bottom instruction pill during battle with these controls. Give every fighter a recognizable but compact moveset, implemented with glowing hit effects, projectiles or melee hitboxes, cooldowns, knockback, and character-specific visuals. Gunner fires blasters, mines/bolts, and a powerful horizontal rail beam; Brawler uses heavy punches, shockwaves, and explosive upward attacks; Fencer lunges and can enter a powered-up riposte/slash state; Mage fires magical orbs, blinks, creates star-like effects, and calls down magical rain; Spear uses long-reaching pokes, spinning sweeps, and a huge spear projectile; Astra performs lightning dashes and sky bolts; Slugger throws baseballs and swings a heavy bat; Strongman throws arcing boulders and performs crushing punches; Unicorn fires rainbow beams and has a fluffy cloud-like shield; Robot fires guided lock-on missiles and electrocute punches; Dragon Human can jump repeatedly/infinite-jump, breathe fire, and perform dragon punches; 67 fires large glowing 6 and 7 number blasts and a stream of digit projectiles. Supers charge as the fighter deals damage, visibly fill a meter, flash when ready, can be used once per stock/round, briefly slow time and zoom the camera, add strong screen shake, and produce a large character-specific attack. Implement shielding as a visible curved neon energy bubble around a fighter. Holding shield slowly drains shield health; after being released it recharges after a delay. Starting a shield briefly creates a parry window that reflects incoming attacks/projectiles with boosted damage. A depleted shield breaks, stuns the fighter, creates sparks and shake, and prevents immediate defense. Breaking destructible arena props rewards the attacker by reducing damage and restoring shield energy, with a bright white burst. Add attack cooldown indicators at the top center for light/heavy/special/extra, plus each fighter's name, nickname, current damage percentage, stock icons, shield/super status, and colored percentage bars in the upper corners. Show glowing stock portraits/icons, with used stocks grayed out and a small celebratory burst when a stock is lost. Use destructible decorative props distributed around the arena (antenna-like objects in Skyline, crates in Quarry, crystals in Frostline, urns in Sun Temple, energy cells in Reactor, rings in Gyro World, and cavern/lava styling in Lava Cave). Props should wobble, fly, rotate, take damage from attacks/projectiles, and break. Platforms have dark bodies, bright colored top edges, outlined tech panels, and some move with gentle bobbing and horizontal drift. Gyro World additionally rotates the platform arrangement slowly around the arena center. Build each stage with a dark vertical gradient background and distinct procedural silhouettes: Skyline has moving skyscraper blocks and pink horizon lines; Quarry has angular rock walls; Frostline has icy blue particles and icicle motifs; Sun Temple has gold shrine/pillar geometry; Reactor has green concentric energy rings and machine structures; Gyro World has concentric orbital rings; Lava Cave has a red-orange cavern, a glowing lava floor, three geyser positions, periodic geyser bursts, and a timed lava wave sweeping the lower-left half of the arena. Spawn stage hazards periodically: Skyline drifting drone mines, Quarry falling rocks, Frostline falling icicles, Sun Temple horizontal solar orbs/bursts, Reactor pulsing energy hazards, Gyro World orbiting hazards, and Lava Cave's geysers plus lava wave. Hazards damage and knock back fighters, and all impacts should use particles, glow, sound, and occasional camera shake. Draw the fighters as colorful geometric silhouettes rather than detailed sprites: dark body/torso block, bright circular head, simple weapon or emblem, white highlights, attack arcs, motion trails, and character-specific shapes. Add hit particles, sparkles, rings, fire, lightning, magical rain, rainbow streaks, digit projectiles, projectile glow, death spins, launch trails, shield pulses, super zoom, slow motion, and screen shake. Include simple generated arcade audio: jump, hit, special, fall, shield charge/break, zap, selection, and victory tones, plus a repeating low-volume synth-like battle sequence. Ensure the layout works on desktop and mobile widths, with the menu collapsing from six columns to fewer columns on small screens while the canvas remains full-screen.