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Neon Smash

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

Recreate a browser-based 2D platform fighting game titled “Neon Smash.” Use a full-screen HTML canvas with a dark navy/black background, glowing cyan, pink, purple, green, orange, and gold accents, crisp arcade UI, and simple stylized vector/canvas character art. The game has three screens: a character/stage selection screen, the active battle, and a victory screen.

SELECTION SCREEN: Center a large uppercase “NEON SMASH” title with a 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 translucent dark-blue rounded panel with a thin blue border. Provide tabs/buttons for “Choose P1” and “Choose P2,” editable nicknames for both players (maximum 12 characters), a “CPU opponent” checkbox, a CPU difficulty selector with Rookie, Rival, and Elite, and a “Random Fighter + Stage” button. Show a dense grid of fighter tiles (six columns on desktop, responsive on small screens), each with a brightly colored gradient portrait, a simple illustrated head/body, an identifying icon, name, and short role label. Include these exact fighters and identities: Gunner — Ranged control, Brawler — Power bruiser, Fencer — Precision duelist, Mage — Arcane caster, Spear — Reach fighter, Astra — Lightning god, Slugger — Diamond bruiser, Strongman — Boulder titan, Unicorn — Rainbow mystic, Robot — Lock-on machine, Dragon Human — Skyfire brawler, and 67 — Number blaster. Selecting P1 or P2 changes which fighter is assigned; hovering/choosing updates two preview banners below the grid showing each side’s fighter, role, description, nickname, and whether it is human or CPU. Include a “Swap P1 / P2” button.

Below this, show a stage selection section with compact stage tiles for exactly these stages: 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”; and Lava Cave — “Three geysers and a timed lava wave control the cavern.” Give each stage its own dark gradient/accent color and highlight the selected tile. Finish with “Start Battle” and a small selection summary. Support keyboard selection navigation: P1 uses W/A/S/D and P2 uses the arrow keys.

BATTLE VIEW: Start two fighters on opposite sides of an arena. The camera is a fixed full-screen side view, with the playable horizontal region roughly the central 88% of the canvas and a bottom boundary; players can jump between multiple floating platforms and be launched outside the arena. Use gravity, horizontal acceleration/friction, jumping, platform collision, knockback, hit stun, invulnerability flashes, attack cooldowns, particles, screen shake, and simple animation trails. Each player begins with 3 stocks and 0% damage. Damage increases knockback; a fighter is KO’d when damage reaches 115% or they fall off the screen. Respawn remaining stocks at their original side with damage reset and temporary invulnerability. When one player loses all stocks, show the winner and selected stage on a victory screen, with “Rematch” and “Character / Stage Select” buttons.

P1 controls: W jump, A/D move, S shield, F light attack, G heavy attack, H special attack, T character extra attack, and hold V to charge/use the super. P2 controls: Up Arrow jump, Left/Right Arrows move, Down Arrow shield, J light attack, K heavy attack, L special attack, U character extra attack, and hold I to charge/use the super. R restarts the battle. If CPU is enabled, P2 is AI-controlled; Rookie, Rival, and Elite should progressively improve movement, attack frequency, jumping, and super usage.

HUD: Place a dark translucent fighter panel in each upper corner. Each panel shows nickname and fighter name in that fighter’s color, a large percentage number, a damage bar, three stock indicators, and shield status. Shield is a rechargeable resource: holding shield reduces incoming damage, shield slowly drains while held, recovers after a delay, and can break, stunning the player. Display status such as READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, BREAK!, or KO!. Center a SUPER CHARGE/READY meter near the top, with a cyan-pink-gold fill, and a row of P1 cooldown meters labeled F, G, H, T, V. At the bottom, show a compact hint: “P1: WASD · S Shield · F/G/H/T Attacks · hold V Super • P2: Arrows · ↓ Shield · J/K/L/U Attacks · hold I Super • R: restart”.

FIGHTER BEHAVIOR AND VISUALS: Draw fighters as small stylized neon canvas figures with a colored body, circular head, dark visor/face detail, weapon or signature silhouette, glowing attack arcs, particles, and colored hit effects. Preserve distinct moves rather than making every fighter identical. Gunner fires cyan blasters, mines/shot-like projectiles, and a strong rail beam. Brawler performs heavy punches, shockwaves, and explosive jumping attacks. Fencer lunges, ripostes, and creates precise slash effects. Mage fires arcane orbs, blinks, and summons falling magic/star effects. Spear uses long-reaching pokes, spinning sweeps, and a huge spear projectile. Astra/Lightning uses lightning dashes, sky bolts, and electric effects. Slugger throws baseballs and swings a heavy bat. Strongman throws boulders and performs crushing punches. Unicorn fires rainbow beams/projectiles and, while shielding, visibly forms a fluffy white cloud-like shield. Robot uses guided lock-on missiles and electrified punches. Dragon Human can jump repeatedly/infinite-jump, breathe fire, and perform dragon punches. 67 visibly uses large “6” and “7” number shapes and fires number blasts. Give every fighter a unique super move when their meter fills to 100%; supers should create especially large glowing projectiles, beams, strikes, rain, lightning, or bursts appropriate to the fighter.

ARENAS: Render each stage with a vertical gradient from its declared accent color into near-black, plus abstract neon background scenery and floating platforms. Skyline uses blue/pink rooftop silhouettes, antennae, and drifting drone mines. Quarry uses maroon/orange rocky peaks and crate props, with falling rocks. Frostline uses blue/cyan frozen scenery, crystals, snow-like particles, and falling icicles. Sun Temple uses purple/gold shrine geometry, urn/pillar-like props, and solar bursts moving across the arena. Reactor uses dark blue/green energy rings, reactor cells, and pulse hazards. Gyro World uses purple/cyan concentric rings; the arena slowly rotates and some platforms move. Lava Cave uses a dark red/brown cavern with orange lava at the bottom, three geyser locations, periodic geyser blasts approximately every 15 seconds, and a timed lava wave approximately every 45 seconds that sweeps/control the lower-left half of the cavern.

PLATFORM AND PROP RULES: Build stage-specific floating platforms from normalized layouts, plus a wide lower platform/deck. Some platforms bob or drift; Gyro World rotates its layout. Add six destructible stage props distributed around the arena, with stage-appropriate shapes such as antennae, crates, crystals, urns, reactor cells, or rings. Attacks and projectiles can damage and break props. Breaking a prop rewards the attacker by restoring shield energy and producing a bright white burst. Add stage hazards that spawn periodically and deal damage/knockback on contact: drones, rocks, ice, solar orbs, energy pulses, orbiting objects, or lava hazards according to the stage.

AUDIO/FEEDBACK: Use lightweight Web Audio tones rather than external assets: a looping simple electronic triangle-wave music pattern during combat and short tones for selection, jumping, hits, specials, shield charge, shield break, falling/KO, lightning, and victory. Emphasize arcade feedback with colored particle bursts, glowing projectiles, hit flashes, shield parries, slow motion on successful parries, and camera shake for powerful attacks. Keep the interface responsive: grid layouts collapse to two or four columns on narrow screens, banners stack on mobile, and canvas scales to the viewport.

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