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Neon Smash

  • 2d
  • platform-fighter
  • arcade
  • neon
  • versus
  • fighting
  • 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.

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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 arcade platform-fighting game titled “Neon Smash.” Use a full-screen HTML canvas for gameplay with a dark navy-to-black gradient background, glowing neon outlines, saturated cyan/gold/pink accents, simple geometric character art, particle bursts, screen shake, and a responsive overlay UI. The presentation should feel like a polished neon sci-fi fighting game rather than a realistic simulation.

Start on a character-and-stage selection screen. At the top show the large spaced uppercase title “NEON SMASH” with the subtitle “Pick a fighter, a stage, and whether P2 is a CPU. Launch rivals off the arena.” Put the controls inside a dark translucent rounded panel with a blue border. Provide tabs/buttons for “Choose P1” and “Choose P2,” editable P1 and P2 nicknames (maximum 12 characters), a “CPU opponent” checkbox, a CPU level selector with Rookie, Rival, and Elite, and a “Random Fighter + Stage” button. Show a compact grid of 12 selectable fighter tiles, with the active tile outlined/glowing. Include player preview banners for P1 and P2 showing the selected fighter, nickname, archetype, description, and whether the player is human or CPU. Include a stage grid, Swap P1 / P2, and Start Battle controls. Support mouse/touch selection and keyboard selection navigation: WASD moves through the P1 fighter grid and arrow keys move through the P2 grid.

The 12 selectable fighters and their visible identities are: Gunner (Ranged control; blasters, mines, and rail bursts; cyan), Brawler (Power bruiser; heavy punches and shockwaves; coral/red), Fencer (Precision duelist; lunges, ripostes, and crescents; lavender), Mage (Arcane caster; orbs, blink magic, and starfall; violet), Spear (Reach fighter; long pokes and spinning sweeps; green), Astra (Lightning god; thunder dashes and sky bolts; yellow), Slugger (Diamond bruiser; throws baseballs and swings a heavy bat; orange), Strongman (Boulder titan; throws boulders and crushing punches; brown), Unicorn (Rainbow mystic; rainbow beams and fluffy cloud shields; pink/purple), Robot (Lock-on machine; guided missiles and electrocute punches; light blue/steel), Dragon Human (Skyfire brawler; infinite jumps, fire breath, and dragon punches; red/orange), and 67 (Number blaster; shaped like 6 and 7, firing number blasts; yellow/purple). Represent fighters as compact stylized figures assembled from circles, rectangles, trails, weapons, symbols, and fighter-specific accessories; selection portraits use a gradient card, a simple head/body silhouette, and an identifying icon.

Offer seven stages, each with a distinct dark gradient palette, neon scenery, platforms, and a recurring environmental hazard: Skyline, with pink/blue city silhouettes and drifting drone mines; Quarry, with rocky silhouettes and falling rocks; Frostline, with icy blue scenery and falling icicles; Sun Temple, with gold shrine/temple forms and solar bursts moving across the arena; Reactor, with green energy rings and sweeping energy pulses; Gyro World, with cyan orbital rings, slowly rotating platforms, and an arena that rotates through 360 degrees; and Lava Cave, with a red/orange cavern, three geyser positions, a timed lava wave, and a glowing lava floor. Each stage should have several floating ledges at different heights plus a wide lower platform. Some ledges bob and drift horizontally; Gyro World also rotates the platform arrangement.

When Start Battle is pressed, hide the selection UI and show the canvas arena and HUD. Spawn two fighters facing one another near opposite sides. This is a launch-off-the-arena platform fighter: each fighter starts with 3 stocks and 0% damage, and accumulating damage increases knockback. A fighter is KO’d when damage reaches 115% or they are launched beyond the screen edges/bottom. Play a short death/fall animation, decrement their stocks, and respawn them with reset damage if stocks remain. The last fighter with stocks wins. Then show a Victory result screen with a crown, the winner’s fighter art, text such as “[Fighter] wins!”, the winning player identity, stage name, and “115% KO damage,” plus Rematch and Character / Stage Select buttons.

Implement physics with gravity, horizontal acceleration/friction, jumping, falling, platform collision, facing direction, attack animation, brief invulnerability after being hit, knockback, hit particles, trails, and screen shake. Fighters can move and attack on platforms and can be launched into the air. P1 controls are A/D to move, W to jump, S to hold shield, and F/G/H/T for light, heavy, special, and extra attacks. P2 controls are Left/Right arrows to move, Up to jump, Down to shield, and J/K/L/U for light, heavy, special, and extra attacks. Press R during a battle to restart it. If CPU mode is enabled, P2 is AI-controlled; CPU behavior should approach P1, face them, jump when appropriate, and randomly choose attacks according to Rookie/Rival/Elite difficulty.

Give every fighter a distinct move implementation while keeping the same four attack categories. Gunner fires blaster projectiles, mines/rail-like bursts; Brawler uses powerful punches, shockwaves, and jumping impacts; Fencer lunges with invulnerability and precision strikes; Mage fires orbs and can blink; Spear performs long-range pokes and spinning lunges; Astra performs lightning dashes and descending sky bolts; Slugger throws baseballs and swings a heavy bat; Strongman throws gravity-affected boulders and performs crushing high-knockback attacks; Unicorn fires layered rainbow beams and has a fluffy cloud-like shield effect; Robot fires guided lock-on missiles and has electrified punches; Dragon Human fires orange fireballs, uses fire punches, and can jump repeatedly/infinite-jump; 67 fires large glowing “6” or “7” number blasts and uses number-themed attacks. Use fighter-specific colors, projectiles, trails, rings, beams, lightning, fire, rainbow streaks, and impact particles, all grounded in their neon palette.

Add a universal shield system. Holding the shield key creates a colored semicircular energy guard around the fighter, drains a shield meter over time, and causes incoming attacks to reduce shield health rather than damage percentage. Shield health recharges after a delay when not held. Starting a shield briefly enables a parry window that can reflect projectiles or send damage back to an attacker. If the shield reaches zero, break it: briefly stun the defender, stop their attack, create a large burst and screen shake, and display a BREAK state. The HUD must show each player’s damage percentage, stocks as filled/empty circles, shield percentage with a separate shield bar, and state labels such as READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, and BREAK. Breaking destructible stage props should reward the attacking player by reducing damage by 10 and fully restoring their shield, with a bright burst.

Place six decorative but destructible props in each arena, styled to match the stage: antenna structures in Skyline, crates in Quarry, crystals in Frostline, urns in Sun Temple, energy cells in Reactor, and rings in Gyro World. Props have hit points, can be struck or hit by projectiles, tumble and rotate when damaged, break into particles, and provide the shield/damage reward. Lava Cave should use the same kind of simple arena decoration if needed but must retain its geysers, timed lava wave, and lava floor behavior.

Environmental hazards should periodically spawn according to the selected stage and visibly collide with players for damage and knockback: horizontally drifting drone mines, falling rocks, falling ice spikes, moving solar orbs, reactor pulse orbs, and orbiting hazards. Lava Cave geysers should activate at timed intervals at one of three positions and damage nearby fighters; after a longer interval a lava wave should sweep/control the lower-left portion of the cavern, while the bottom glows as dangerous lava. Draw hazards with strong bloom-like shadows, bright fills, white outlines, and stage-specific colors.

The in-battle HUD should be unobtrusive but always visible: P1 panel top-left, P2 panel top-right, centered cooldown indicators for P1’s F/G/H/T moves, and a bottom hint reading “P1: WASD · S Shield · F/G/H/T Attacks • P2: Arrows · ↓ Shield · J/K/L/U Attacks • R: restart.” Cooldown boxes should fill with a cyan-to-gold progress gradient. Add lightweight synthesized arcade audio: a repeating low-volume electronic triangle-wave music pattern during battles, and short sounds for selection, jumping, hits, specials, falling, shield charge/break, zaps, and victory. Keep the UI responsive: card grids collapse from many columns to two columns on smaller screens, player banners stack on narrow screens, and the game remains playable at full-window dimensions.

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