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-playable 2D neon platform fighting game titled "Neon Smash". Use a full-window HTML5 canvas for the battle and a polished HTML/CSS overlay for menus and HUD. The visual style is dark sci-fi arcade: near-black navy backgrounds, bright cyan/pink/gold/lime accents, glowing outlines, translucent navy panels, rounded cards, large uppercase letter-spaced typography, and simple stylized fighter silhouettes made from geometric shapes. The menu should show the title NEON SMASH, the subtitle "Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.", a scrollable rounded selection panel, P1/P2 selection tabs, nickname text fields, a CPU opponent checkbox with CPU level choices Rookie/Rival/Elite, a Random Fighter + Stage button, fighter cards, stage cards, Swap P1 / P2, and a prominent Start Battle button. Fighter cards should show a colorful gradient portrait with a circular head, body silhouette, and a fighter-specific icon, plus name, role, and description. Include these seven selectable 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), and Slugger (Diamond bruiser; Throws baseballs and swings a heavy bat). Give each a distinct bright color, accent color, skin/body color, and icon. Build the actual game as a 1v1 platform fighter with two characters starting on opposite sides of an arena. The arena has a dark vertical gradient background, decorative stage art, several floating platforms plus a wide bottom platform, glowing platform edges, drifting/bobbing moving platforms, destructible stage props, particles, screen shake, attack trails, projectiles, and simple synth sound effects/music generated with Web Audio. Fighters are small geometric neon combatants: rectangular torso, circular head, dark feet/underside, bright attack effects, and distinct weapon/accessory silhouettes. They should face the direction of movement and animate with bobbing, trails, attack arcs, invulnerability flashes, shield effects, stun effects, and spinning/fading death animation. The win condition is a blast-zone KO system, not a health bar: each fighter begins with 3 stocks and 0% damage; attacks increase percentage and knockback becomes stronger as damage rises. At 115% damage, or when launched beyond the left/right edges or below the arena, the fighter is KO'd, loses one stock, and respawns at their starting position if stocks remain. When one fighter loses all three stocks, show a Victory result screen with crown, winner fighter art, "[Fighter] wins!", the winning player, stage name, and "KO damage" text, with Rematch and Character / Stage Select buttons. Controls must match the game: Player 1 uses WASD to move and jump (W jump, A/D horizontal movement), S to hold shield, and F/G/H/T for light/heavy/special/extra attacks. Player 2 uses arrow keys (Up jump, Left/Right movement), Down for shield, and J/K/L/U for light/heavy/special/extra attacks. R restarts a battle. If CPU opponent is enabled, P2 is AI controlled and its behavior varies by Rookie/Rival/Elite level: approach P1, turn toward them, attack periodically, and jump when P1 is above it. Implement responsive physics: gravity, acceleration, air control, friction, capped horizontal speed, jumping, platform landing, directional facing, attack cooldowns, attack animation windows, hit stun, knockback, short invulnerability after being hit, falling deaths, and collision against the opponent. Use a visible HUD at the top with separate left/right fighter panels showing nickname, fighter name, colored damage percentage, damage bar, stocks as filled/empty circles, shield percentage bar, and state labels such as READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, BREAK!, and KO!. Center the top HUD should show four P1 cooldown indicators labeled F, G, H, T. At the bottom show a pill-shaped control hint with both players' controls. Add a rechargeable directional energy shield. Holding the shield key creates a glowing curved bubble in front of the fighter, drains shield energy slowly, and reduces incoming damage/knockback. Taking hits delays recharge; when depleted, the shield breaks, stuns the fighter for a long period, creates a burst and screen shake, and then can recover. Newly raising the shield has a brief parry window that reflects incoming melee/projectile attacks back at the attacker, with slow motion and bright particle effects. Breaking destructible props restores damage slightly and fully charges the shield, producing a white burst and shield sound. Make each fighter meaningfully distinct through attacks, projectiles, and special moves. Gunner fires cyan blaster shots, a heavy glowing shot, and a fast white rail beam; Brawler uses heavy punches, launches/shockwave effects, and a powerful upward/forward strike; Fencer performs close precision attacks, lunges, invulnerability/riposte-like effects, and bright sword arcs; Mage fires arcane orbs, blinks/dashes with invulnerability, and emits star-like magical projectiles; Spear uses long-reaching pokes, lunges, and spinning sweep effects; Astra/Lightning performs thunder dashes and creates multiple falling sky bolts; Slugger throws a baseball and swings a large bat with strong knockback. Light, heavy, special, and extra attacks should have different cooldowns, ranges, damage and visual/audio feedback. Include seven selectable stages, each with a distinct gradient palette, simple background decoration, platform layout, moving platforms, decorative/destructible props, and a recurring environmental hazard: Skyline (blue/pink; rooftop skyline and antenna props; drifting drone mines), Quarry (brown/orange; rocky silhouettes and crates; falling rocks), Frostline (dark blue/cyan; icy particles/crystals; falling icicles), Sun Temple (purple/gold; shrine/temple columns; horizontal solar bursts), Reactor (navy/green; glowing reactor rings/cells; energy pulse hazards), and Gyro World (purple/cyan; concentric orbital rings; slowly rotating arena/platform arrangement and orbiting hazards). The stage data should determine background colors, platform positions, prop shape, hazard type, and descriptive text. Environmental hazards spawn periodically and damage/knock back either fighter on contact. Props should have hit points, visibly move/rotate when struck, break, and disappear. Use bright particle bursts for hits, jumps, shield charge/break, projectile impacts, lightning bolts, magic rings, and KO launches. Add screen shake on strong hits/shield breaks and brief slow motion on successful parries. Keep the canvas responsive to window size and cap device pixel ratio for performance. The initial screen should remain a fully functional selection UI, while the battle hides the menu and displays the canvas/HUD; after the match, show the result UI and allow rematch or return to selection.