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Neon Smash

  • 2d
  • platform-fighter
  • arena
  • arcade
  • neon
  • versus
  • local-multiplayer
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How to play

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.

Discussion

Nobody has said anything about Neon Smash yet. Play it, then tell kellen.lenzt0 what you would add next.

Make your own game

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.

Read the build brief for Neon Smash

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 arena platform fighter titled “Neon Smash,” rendered on a full-window HTML5 canvas with a responsive neon sci-fi presentation. The game opens on a character/stage selection screen over a dark blue atmospheric background. Show a large uppercase NEON SMASH title with cyan glow and the subtitle “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.” Put the controls in a dark translucent, rounded panel with blue-gray border. Include tabs/buttons for choosing P1 or P2, editable P1/P2 nicknames (up to 12 characters), a CPU opponent checkbox, CPU difficulty select with Rookie/Rival/Elite, a “Random Fighter + Stage” button, a “Swap P1 / P2” button, and a prominent “Start Battle” button. Display a responsive grid of selectable fighter cards and a grid of selectable stage cards; cards use colored gradient portraits with simple head/body silhouettes and a fighter-specific symbol.

Include these 11 selectable fighters and preserve their descriptions and visual identities: Gunner (cyan, “Ranged control,” “Blasters, mines, and rail bursts”); Brawler (coral/red, “Power bruiser,” “Heavy punches and shockwaves”); Fencer (lavender/purple, “Precision duelist,” “Lunges, ripostes, and crescents”); Mage (violet, “Arcane caster,” “Orbs, blink magic, and starfall”); Spear (green, “Reach fighter,” “Long pokes and spinning sweeps”); Astra (yellow, “Lightning god,” “Thunder dashes and sky bolts”); Slugger (orange, “Diamond bruiser,” “Throws baseballs and swings a heavy bat”); Strongman (brown, “Boulder titan,” “Throws boulders and delivers crushing punches”); Unicorn (pink/purple, “Rainbow mystic,” “Rainbow beams and fluffy cloud shields”); Robot (pale cyan/steel, “Lock-on machine,” “Guided missiles and electrocute punches”); Dragon Human (orange/dark red, “Skyfire brawler,” “Infinite jumps, fire breath, and dragon punches”). Use small stylized humanoid canvas figures during gameplay, with unique simple accessories/effects matching each fighter.

Include these 8 selectable stages, each with a distinct dark gradient background, accent color, platform layout, decorative geometry, and hazard: Skyline (blue/pink, drone mines drift across rooftops); Quarry (brown/orange, falling rocks shake ledges); Frostline (dark blue/cyan, icicles drop from the frozen sky); Sun Temple (purple/gold, solar bursts cross the shrine); Reactor (navy/green, energy pulses sweep the deck); Gyro World (purple/cyan, the arena slowly rotates 360 degrees while platforms move); Lava Cave (dark red/orange, three geysers and a timed lava wave control the cavern). The arena should have several floating neon-edged platforms plus a wide bottom platform. Some platforms bob or drift; Gyro World additionally rotates the platform arrangement slowly. Render stage-specific background decoration such as skyline buildings and scan lines, quarry rock silhouettes, frost particles and crystals, temple pillars, reactor rings, and gyro rings. Lava Cave has a glowing lava strip along the bottom, three geyser positions, occasional geyser eruptions, and a left-side timed lava wave.

The battle is a two-player stock-based platform fighter. Start each fighter with 3 stocks and 0% damage. Fighters move horizontally, jump, attack, shield, take knockback, and can be launched off the arena. Damage percentage increases when hit, making subsequent knockback stronger; at 115% damage or when a fighter leaves the arena bounds, enter a brief spinning KO/falling animation, lose one stock, and respawn at their starting side with damage reset and temporary invulnerability. The final fighter with stocks remaining wins. On victory show a full-screen Victory result screen with a crown, the winner’s fighter name (“[fighter] wins!”), a simple victory portrait, the stage name and “ruled [stage] at 115% KO damage,” plus Rematch and Character / Stage Select buttons.

Use the exact keyboard scheme shown in the HUD hint: P1 uses WASD movement/jump (A/D move, W jump), S shield, and F/G/H/T for light, heavy, special, and extra attacks. P2 uses arrow keys (Left/Right move, Up jump), Down shield, and J/K/L/U for light, heavy, special, and extra attacks. R restarts a battle. If CPU opponent is enabled, P2 should automatically approach P1, attack at a frequency scaled by Rookie/Rival/Elite difficulty, and jump when appropriate. Include simple synthesized oscillator sound effects and looping notes for selection, jump, hits, specials, shield charge/break, falling, lightning, and victory; audio begins after user interaction.

Implement fighter-specific attacks based on their actual identities: Gunner fires blasters, heavy shots, a rail-like beam and a five-shot burst; Brawler uses powerful punch/shockwave attacks and an upward extra attack; Fencer lunges with invulnerability and a long sword hit; Mage fires orbs, blinks on heavy, and creates arcane/star-like effects; Spear uses long reach, pokes, spinning sweeps and lunges; Astra uses lightning-themed dashes and descending bolts; Slugger throws baseballs and swings a heavy bat; Strongman throws large gravity-affected boulders and performs crushing high-knockback punches; Unicorn fires layered rainbow projectiles and displays a fluffy cloud-like shield; Robot fires guided lock-on missiles and has electrified punches; Dragon Human can jump repeatedly, breathe/fireball projectiles, and perform dragon punches. Give attacks cooldowns, attack animation windows, hit particles, colored trails, screen shake for strong impacts, and distinct projectile behavior. Projectiles can hit the opponent, be blocked/parried, and interact with breakable arena props.

Add a shield system. Holding the shield key creates a fighter-colored curved energy shield, slows movement, drains shield energy over time, and can parry during the first few frames. A successful parry reflects projectiles or damages the attacker and briefly slows time. Taking shield damage flashes the shield; when shield energy reaches zero, break the shield, stun the fighter, shake the screen, and prevent immediate defense. Shields recover after a delay when not held. Breaking one of the six destructible stage props restores some fighter damage/energy and produces a bright reward burst. Props should be simple neon stage-themed objects—antennas, crates, crystals, urns, reactor cells, or rings—capable of being knocked around and destroyed by attacks.

During battle, overlay two translucent fighter HUD panels at the upper left and upper right. Each panel shows nickname, fighter name in the fighter color, large damage percentage, a colored damage bar, three stock icons, shield percentage bar, and status text such as READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, BREAK!, or KO!. Put four centered cooldown bars labeled F/G/H/T for P1, and show the compact bottom-center control hint. Use dark navy translucent UI, rounded borders, cyan/gold/pink accents, uppercase letter spacing, bright glow, and responsive layout that collapses card grids to two columns on narrow screens. The overall visual style is clean hand-drawn vector/canvas shapes, high-contrast neon arcade sci-fi, particle bursts, glowing projectiles, subtle screen shake, and no external image assets.

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