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". The game has a full-screen canvas arena and a polished dark navy sci-fi UI with cyan, magenta, violet, yellow, and orange neon accents. Use a side-on 2D platform brawler presentation: two compact stylized fighters move, jump, attack, shield, launch projectiles, build damage, and knock each other off the stage. Victory occurs when one player exhausts all stocks; damage is percentage-based and knockback increases as damage rises, with KO at 115% or when a fighter falls beyond the arena. Use smooth animation, glowing particles, hit sparks, screen shake, brief slow motion and zoom on supers, simple synthesized sound effects/music, and no external art assets: draw fighters, platforms, hazards, props, projectiles, and backgrounds with canvas primitives, text, gradients, glow, and small thematic shapes. Start on a character/stage selection screen matching the visible design: large centered title "NEON SMASH", subtitle "Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.", a rounded dark translucent panel, a "CHOOSE FIGHTERS" heading, P1/P2 selection tabs, nickname inputs, a CPU opponent checkbox, CPU level selector (Easy/Rival/etc. with the implemented numeric level behavior), stocks selector defaulting to 3, and a "Random Fighter + Stage" button. Show a grid of 15 fighter tiles in six columns with colorful portrait cards, fighter name, player assignment, tag, and short description. Include these exact fighters 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), Among Us (Red imposter; Blaster shots, knife stabs, and a giant tongue super), Skibidi Toilet (Flush trickster; Weak plungers, poo throws, flush teleport, and an instant flush super), and Batty Banana (Bananini slugger; Swings a bat, summons Chimpanzini Bananini, and grows huge). P1 defaults to Gunner and P2 defaults to Brawler. Let mouse selection, P1 WASD grid navigation, and P2 arrow-key grid navigation work. Character confirmation advances to a separate stage selection step, with back navigation. Allow swapping fighters and randomizing both fighters and stage. Nicknames are capped at 12 characters and default to Player 1/Player 2. Offer these exact stages, each with a unique gradient background, decorative skyline/geometry, platforms, and recurring hazard: Skyline (blue/magenta; drone mines drift across rooftops), Quarry (brown/orange; falling rocks shake the ledges), Frostline (deep blue/cyan; icicles drop from the frozen sky), Sun Temple (purple/gold; solar bursts cross the shrine), Reactor (dark blue/green; energy pulses sweep the deck), Gyro World (purple/cyan; the arena slowly rotates 360 degrees while platforms move), and Lava Cave (dark red/orange; three geysers and a timed lava wave control the cavern). Use the implemented layouts: four or five floating platforms plus a wide bottom platform; some floating platforms bob and drift, and Gyro World rotates the layout. The selected stage should be shown in the selection note and used in the loading/matchup screen. Before play, show a brief loading/matchup sequence with both fighter portraits/names and a GET READY countdown 3, 2, 1, GO! During play, render the selected stage as a full-screen canvas. The arena bounds are approximately 6% to 94% of screen width with the bottom floor around 90% height. Fighters are small colorful humanoid/icon-like silhouettes with distinct visual motifs: Gunner has a blaster, Brawler has large gloves, Fencer a sword, Mage a glowing orb/robe, Spear a long spear, Astra a lightning weapon, Slugger a baseball cap and bat, Strongman a massive body and boulder-like theme, Unicorn a white/pink rainbow creature, Robot a boxy robot head/antenna, Dragon Human horns and fiery colors, 67 literally displays 6 and 7, Among Us is a red crewmate with visor/knife, Skibidi Toilet is a toilet with a head emerging, and Batty Banana is a brown/orange banana-like batter with bat. Preserve the colored character palettes from the source: Gunner cyan, Brawler coral, Fencer lavender, Mage violet, Spear green, Astra yellow, Slugger orange, Strongman brown, Unicorn pink, Robot light cyan, Dragon Human red-orange, 67 yellow/purple, Among Us red, Skibidi Toilet white/light blue, Batty Banana brown/orange. Controls: P1 moves left/right with A/D, jumps with W, shields with S, light attack F, heavy attack G, special attack H, extra attack T, and super with V. P2 uses left/right arrows, Up to jump, Down to shield, J light, K heavy, L special, U extra, and I super. R restarts the match. P2 can instead be controlled by the CPU when enabled; CPU level affects movement, attacks, jumping, and super usage. Fighters face their movement direction. Jumping is standard for all except Dragon Human, who can repeatedly jump/fly while consuming shield energy. Implement the shared combat rules from the source. Light, heavy, special, and extra attacks have individual cooldowns and short attack animations. Melee attacks use directional hitboxes and knockback; ranged attacks create glowing projectiles. Damage adds to a percentage meter and fills the attacker’s super charge; at 100%, the super becomes ready. Shields are held to reduce incoming damage, drain while held, have a short parry window when first raised that can reflect projectiles/attacks, break at zero and stun the fighter, then recharge after a delay. Breaking stage props restores 10 damage and recharges the shield. Include invulnerability flashes after hits/spawns, stun visuals, KO/death tumble, stock decrement, respawn reset, and a win screen naming the fighter and stage. Default stocks are 3, configurable from 1 to 10. Make the 15 fighters’ moves visually and mechanically distinct, closely following these implemented behaviors: Gunner fires blaster shots, heavy shots, a five-shot rail burst/extra, and a very large horizontal super beam. Brawler uses heavy punches/shockwaves, launches upward on extra/heavy attacks, and has a powerful close-range super. Fencer performs precision sword hitboxes/lunges and gains a temporary powered slash buff from super. Mage fires orbs, teleports on heavy, creates magic bursts, and calls falling star/magic rain with super. Spear performs long pokes/spinning lunges and fires a huge spear super. Astra makes lightning dashes, bolts, and a direct thunder strike super. Slugger throws baseballs, swings a bat, dashes on attacks, and delivers a direct high-knockback super. Strongman throws arcing boulders, has crushing punches/jumps, and throws a massive boulder super. Unicorn fires rainbow projectiles and creates a fluffy cloud/rainbow shield appearance while guarding; its super fires a spread of rainbow beams. Robot fires guided lock-on missiles and uses electrocute punches, with a missile barrage super. Dragon Human has infinite aerial jumps with shield cost, fire breath/fireballs, dragon punches, and a direct fiery super strike. 67 fires glowing 6/7 number projectiles and a number-blast super. Among Us fires blasters, knife-like melee attacks, and a giant tongue/close-range themed super effect. Skibidi Toilet fires weak plungers, throws arcing poo projectiles, teleports/flush-dashes on heavy, and has an instant-flush super that immediately sets the opponent to KO. Batty Banana swings a bat, has a special summoning/chasing Chimpanzini Bananini effect, and grows huge with an extended powered attack buff on super. Add stage hazards that spawn over time and deal modest damage/knockback: moving red-orange drone orbs in Skyline, falling rocks in Quarry, falling icicles in Frostline, horizontal sun bursts in Sun Temple, pulsing energy in Reactor, orbiting hazards in Gyro World, and for Lava Cave timed geysers at three positions plus a lava wave sweeping the left half of the cavern. Add six destructible stage props, drawn in stage-specific forms (antennas, crates, crystals, urns, reactor cells, rings), which can be hit or destroyed and provide the damage/shield reward above. Platforms should be dark nearly-black slabs with bright stage-color top edges and outlines. The in-match HUD should visibly show both fighters’ nickname and character, large current damage percentage, a colored damage bar, stock icons, shield percentage/status (READY, GUARD, RECOVERING, EMPTY, CHARGING, STUNNED, BREAK), shield bar, and super charge bar/status (SUPER CHARGE, SUPER READY, SUPER USED). Also show a compact P1 cooldown strip labeled F/G/H/T/V. Use bright readable typography, rounded panels, subtle transparency and glow. End on a dark result panel with a victory portrait, "[Fighter] wins!", a line such as "P1 ruled [Stage] at 115% KO damage.", and Rematch/Back controls. Keep the game playable at arbitrary browser sizes using device-pixel-ratio-aware canvas resizing and responsive UI.