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.
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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 neon platform-fighting game titled “Neon Smash.” Use a full-window HTML canvas for gameplay with a fixed overlay UI. The visual style is dark arcade sci-fi: deep navy-to-black backgrounds, glowing cyan/pink/gold accents, outlined platforms, particle bursts, screen shake, trails, and simple stylized fighter silhouettes drawn from geometric shapes. The title/select screen should be a centered dark translucent panel with rounded blue-gray border, large uppercase glowing “NEON SMASH” heading, subtitle “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.”, tabs for Choose P1 and Choose P2, nickname inputs for both players, a CPU opponent checkbox with Rookie/Rival/Elite level selector, a “Random Fighter + Stage” button, character cards, stage cards, Swap P1 / P2, and Start Battle. Make the layout responsive: five columns on wide screens and two columns on narrow screens; the panel scrolls if needed. The core game is a two-player stock-based platform fighter. P1 starts on the left and P2 on the right, with P2 optionally controlled by a simple CPU. The goal is to knock the opponent out of the arena by increasing their KO damage to 115% or launching them beyond the left/right edges or below the bottom. Each fighter has 3 stocks; on a KO they lose a stock and respawn at their starting position with damage reset, unless their stocks reach zero, in which case show the victory screen. Damage increases knockback, so high-damage fighters fly farther. Include invincibility briefly after respawn and during some attacks. Support restart with R. Controls must be shown in a bottom pill-shaped hint: P1 uses WASD to move/jump (A/D horizontal, W jump), S to shield, and F/G/H/T for light, heavy, special, and extra attacks. P2 uses Arrow keys (left/right/up), Down to shield, and J/K/L/U for the same four attacks. Prevent browser scrolling for gameplay keys. The CPU should pursue P1, face toward them, move closer, occasionally choose random attacks, and jump when P1 is above it; CPU difficulty scales its reaction probability. Players are small stylized humanoid fighters, approximately 30x46 pixels, with a colored rectangular body, circular head, dark visor/detail, colored weapon/arm effect, glowing attack arc, animation bob, directional facing, hit flash, motion trails, death spin, and particle bursts. Draw the selected fighter distinctly while retaining the simple geometric style. Include these ten selectable fighters and their visible identities, colors, and mechanics: Gunner (cyan, ranged control; blasters, mines/rail bursts), Brawler (coral/red, heavy bruiser; punches/shockwaves), Fencer (lavender/purple, precision duelist; lunges/ripostes/crescents), Mage (violet, arcane caster; orbs, blink magic/starfall), Spear (green, reach fighter; long pokes/spinning sweeps), Astra/Lightning (yellow, lightning god; thunder dashes/sky bolts), Slugger (orange, diamond bruiser; baseball throws/heavy bat), Strongman (brown, boulder titan; boulders/crushing punches), Unicorn (pink, rainbow mystic; rainbow beams/cloud-like shield), and Robot (light cyan/steel blue, lock-on machine; guided missiles/electrocute punches). Implement fighter-specific light, heavy, special, and extra actions based on these concepts: ranged fighters fire projectiles, Mage can blink, Brawler/Strongman perform powerful upward or shockwave hits, Fencer/Spear/Lightning dash or lunge, Slugger fires a baseball and swings, Unicorn fires rainbow projectiles and has a fluffy cloud-style shield, Robot fires guided lock-on missiles and electrified strikes, and attacks generate fighter-colored particles and knockback. Use attack cooldowns and show four cooldown meters labeled F, G, H, T at the top center for P1. Add a reusable shield/guard system. Holding the shield key creates a glowing semicircular colored guard in front of the player; Unicorn instead gets a conspicuous white fluffy cloud bubble with a pink outline. Shields absorb damage using a 30-point shield meter, slowly drain while held, recharge when not held after a delay, and can break. Starting a shield briefly creates a parry window that reflects attacks/projectiles back at the attacker, slows time momentarily, shakes the screen, and creates white particles. A broken shield stuns the player, displays break effects, and enters recovery. Shield status should be clearly shown in each player HUD as a percentage plus READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, or BREAK. Create eight selectable stages with distinct dark gradient palettes, neon scenic background art, moving/bobbing platforms, and environmental hazards. Every stage has a solid bottom floor plus several floating platforms represented as dark slabs with bright colored top edges and inner outlines. Stages: Skyline (navy/pink city buildings and drifting drone mines), Quarry (brown/red quarry silhouettes and falling rocks), Frostline (blue ice atmosphere and falling icicles), Sun Temple (purple/gold shrine geometry and solar bursts), Reactor (black/navy reactor rings and sweeping energy pulses), Gyro World (purple/cyan concentric rings; platforms and arena visuals slowly rotate through 360 degrees), and Lava Cave (dark red/orange cavern with three geyser locations and a timed lava wave). Also include the stage called Lava Cave exactly as a selectable option. Hazards spawn over time and damage/knock back players on contact: drones drift laterally, rocks and icicles fall, solar hazards travel horizontally, reactor pulse orbs pulse, and Gyro orbit hazards move around the arena. For Lava Cave, periodically activate one of three geysers with a tall orange eruption and, less often, sweep a lava wave across the lower-left half of the arena; show glowing lava along the bottom. Place destructible decorative props around the stage (six per match, such as skyline antennas, quarry crates, frost crystals, temple urns, reactor cells, or gyro rings). Attacks and projectiles can damage, push, rotate, and break them. When a prop breaks, award the attacking player a 10-point damage reduction and fully restore their shield, with a bright white burst and shield-charge sound/effect. Props should be visibly drawn with stage-colored fills and white outlines and can physically tumble briefly. The in-match HUD overlays the canvas without blocking play. Put P1’s panel at upper left and P2’s at upper right, showing nickname and fighter name in fighter color, large gold damage percentage, a colored damage bar that decreases as damage rises, stocks as filled/empty circles, shield percentage/status, and a shield meter. P2’s panel is right-aligned. Add the four labeled cooldown bars centered at the top. Display the controls hint at bottom center. Use procedural Web Audio tones: a soft repeating triangle-wave music pattern during play and distinct sounds for selection, jumping, hits, specials, projectiles/zaps, shielding, shield break, falling/KO, and victory. When a player is KO’d, show a falling/spinning translucent character with particles and a brief HUD KO indicator, then respawn if stocks remain. On final victory switch to a full-screen dark overlay with a crown, “Victory!”, a simple colored victory character illustration, “<fighter name> wins!”, and text such as “P1 ruled <stage> at 115% KO damage.” Provide Rematch and Character / Stage Select buttons. Keep the game playable with mouse for menus and keyboard for combat, responsive to browser resizing, and render all effects procedurally without external assets.