Arcade › Neon Smash
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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 platform fighting game titled “Neon Smash.” Use a full-window HTML canvas for the arena with a fixed overlay UI. The overall visual style is dark sci-fi/neon: deep navy-to-black backgrounds, glowing cyan, pink, gold, purple, green, and orange accents, thin light borders, soft bloom/glow, and clean sans-serif typography. The opening screen should visibly match this structure: a large centered uppercase “NEON SMASH” title with cyan glow, subtitle “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.”, and a large translucent dark rounded panel with a cyan/gold sci-fi presentation. Provide tabs/buttons for “Choose P1” and “Choose P2,” editable P1 and P2 nicknames, a “CPU opponent” checkbox, CPU level selector with Rookie/Rival/Elite, and a “Random Fighter + Stage” button. Show a responsive grid of fighter cards with colored gradient portrait strips, simple stylized head/body portraits, icon accents, name, role tag, and description. The ten fighters and exact descriptions are: 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.” Each fighter has its own bright primary/accent colors and a simple canvas character silhouette; fighters are small humanoid figures with colored torso, circular head, dark outline/details, and fighter-specific weapon or magical effect. Include a stage selection grid with these six stages 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.” Include Swap P1 / P2 and a prominent Start Battle button. A result screen should say “Victory!”, show a crown and simple winner art, identify which fighter wins, explain that the winner ruled the selected stage at 115% KO damage, and offer Rematch and Character / Stage Select buttons. The match is a side-view platform fighter on a single screen. The canvas fills the viewport. The arena has a vertical gradient using the selected stage colors, decorative neon background art, several floating platforms plus a wide floor platform near the bottom, and six destructible stage props distributed around the playfield. Players can move horizontally, jump, attack, shield, take damage, and be launched off the arena. Both fighters begin with 3 stocks. A fighter is KO’d when damage reaches 115% or they fall beyond the arena bounds; they perform a brief spinning/falling death animation, lose a stock, and respawn if stocks remain. The last fighter with stocks wins. Damage increases knockback, so launching opponents off-screen is the core goal rather than depleting a health bar. Controls must be exactly: P1 uses WASD for movement and jump (W jump, A/D left/right), S to shield, and F/G/H/T for light/heavy/special/extra attacks. P2 uses arrow keys (Up jump, Left/Right movement), Down to shield, and J/K/L/U for light/heavy/special/extra attacks. R restarts a battle. If CPU opponent is enabled, P2 is controlled by a simple AI whose behavior depends on Rookie/Rival/Elite level: approach P1, face toward them, randomly attack when close, and jump when P1 is above. Support keyboard prevention for movement keys and browser audio activation on interaction. At the top of the battle HUD, show two dark translucent fighter panels, one left and one right, with nickname and fighter name, a large damage percentage, a colored damage bar that decreases visually as damage rises, stock icons (three filled/empty circles), shield percentage, and shield status text such as READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, BREAK!, or KO!. Center the top area with four P1 cooldown meters labeled F, G, H, T. At the bottom, show a rounded hint pill reading “P1: WASD · S Shield · F/G/H/T Attacks • P2: Arrows · ↓ Shield · J/K/L/U Attacks • R: restart”. Implement responsive physics: gravity, horizontal acceleration/friction, jumping, platform landing, air movement, facing direction, attack cooldowns, attack animation windows, hit stun, invulnerability frames, knockback, screen shake, motion trails, particles, impact bursts, and slow-motion briefly on parries. Holding shield creates a colored curved energy shield that slowly drains. Starting a shield gives a short parry window; a successful parry reflects projectiles or damages the attacker. When shield breaks, the fighter is stunned, shield visuals burst outward, movement stops briefly, and the shield later recovers. Shield recharge should be slow and visually indicated. Breaking one of the six destructible props restores some damage, fully recharges the shield, emits white particles, and plays a shield-break/charge effect. Make each fighter mechanically distinct, while preserving the exact roster concepts shown in the source: Gunner uses blaster projectiles, mines/rapid bursts, and a rail-like beam; Brawler uses heavy punches, upward/power attacks, and shockwave-like bursts; Fencer uses a lunge, invulnerable precision thrusts, ripostes, and crescent-like effects; Mage uses glowing orbs, a blink teleport heavy attack, star-like particles, and multi-orb special attacks; Spear uses long-reaching pokes, spinning sweeps, and lunges; Astra/Lightning uses thunder dashes, yellow lightning projectiles/bolts, and brief invulnerability; Slugger throws baseballs and performs a heavy bat swing; Strongman throws large falling boulders and has crushing, high-knockback punches; Unicorn fires layered pink/yellow/blue rainbow beams and displays a fluffy white cloud-like shield; Robot fires guided/lock-on missile-like shots and has strong electrocute punch effects. Attacks should use bright colored projectiles, trails, rings, beams, bolts, and hit sparks, with damage and knockback varying by attack type. Light and heavy attacks should generally be close or ranged depending on fighter; specials and extra attacks should have longer cooldowns and stronger effects. Add stage-specific hazards that spawn periodically and visibly match the selected environment: Skyline has drifting orange drone mines; Quarry has falling rocks; Frostline has falling ice shards/icicles; Sun Temple has horizontal solar bursts; Reactor has pulsing green energy hazards; Gyro World has a moving orbiting hazard. Hazards damage and knock back either player on contact. Stage platforms should use the stage layout data: floating ledges at varied heights plus the bottom floor; some platforms bob and drift. Gyro World should also slowly rotate the platform arrangement/background around the center while maintaining playable collision behavior. Draw background decorations matching the stage: Skyline buildings and neon horizontal lines, Quarry angular rock formations, Frostline cold particles, Sun Temple golden triangular/shrine forms, Reactor concentric energy rings, and Gyro World rotating rings. Props should be stage-themed: antennas in Skyline, crates in Quarry, crystals in Frostline, urns in Sun Temple, energy cells in Reactor, and rings in Gyro World. Use simple canvas-rendered geometric art rather than external assets. Players should visibly lean with velocity, bob while grounded, leave short colored motion trails, flash when invulnerable, rotate when dying, and display attack arcs. Add oscillator-based lightweight arcade sound effects for jump, hit, special, fall, selection, win, zap, shield charge, and shield break, plus a quiet repeating synth-like battle music pattern while playing. Ensure the game is immediately playable from the selection screen, works with mouse/touch buttons for menus, scales to desktop and narrow mobile viewport layouts, and keeps the battle visually readable against the neon dark background.