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Neon Smash

  • 2d
  • platform-fighter
  • arcade
  • fighting
  • neon
  • local-multiplayer
0
Remix it Discord

0 plays ·added September 19, 2026

About Neon Smash

In **Neon Smash**, take control of vibrant fighters in a fast-paced brawler where each victory means your on the podium, complete with a sparkling disco ball. Strategically manage your stocks, each illustrated with your character's art, as you battle to outshine your opponents in style.

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 arcade platform-fighter called “Neon Smash.” Use a full-window HTML canvas for gameplay with a separate fixed HTML/CSS interface overlay. The visual style is dark futuristic neon: deep navy/black backgrounds, glowing cyan, pink, gold, purple, green, and stage-specific accent colors; crisp outlined shapes, particle bursts, screen shake, and simple stylized fighter silhouettes rather than detailed sprites.

Start on a character/stage selection screen. Center a large uppercase title “NEON SMASH” 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 a blue border. Provide tabs/buttons for “Choose P1” and “Choose P2,” editable P1/P2 nicknames, a CPU opponent checkbox, CPU level choices Rookie/Rival/Elite, a Stocks selector from 1 to 10, and a “Random Fighter + Stage” button. Show a responsive grid of 12 fighter tiles (six columns on desktop, fewer on narrow screens), each with a colored gradient portrait card, simple head/body illustration, icon, fighter name, role tag, and description. Include these exact fighters and descriptions: 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”; Dragon Human — Skyfire brawler — “Infinite jumps, fire breath, and dragon punches”; 67 — Number blaster — “Shaped like 6 and 7, firing number blasts.” Show P1/P2 preview banners with fighter art, nickname, CPU/Human status, and “Move to choose.” Below that show stage tiles, Swap P1 / P2 and Start Battle buttons, and a selection summary.

Selection interaction: mouse/touch buttons work; keyboard selection supports WASD for P1’s fighter grid and arrow keys for P2’s grid. Allow selecting any fighter and stage, swapping fighters, randomizing fighters and stage, changing nicknames, CPU setting, CPU level, and stocks. The default selection is Gunner versus Brawler on Skyline, three stocks, with CPU off.

Gameplay is a side-view 2D platform arena on the full canvas. The camera is fixed to the whole arena; there is a bottom floor plus several floating platforms. Players are small stylized humanoid figures around 30x46 pixels, with colored bodies, heads, distinctive fighter-specific props, glowing attack trails, hit flashes, and fading movement trails. They can move horizontally, jump, attack, shield, and launch each other off the arena. Gravity applies, platforms support landing, and leaving the screen or reaching 115% KO damage starts a falling KO animation. Each player has the selected stock count; on a KO, consume one stock and respawn with zero damage and temporary invulnerability. When a player loses their final stock, show a Victory result screen naming the winning fighter and saying “<P1/P2> ruled <stage> at 115% KO damage.” Provide Rematch and Character / Stage Select buttons.

Controls must match the game: P1 moves with A/D, jumps with W, shields with S, light/heavy/special/extra attacks with F/G/H/T, and uses a one-time charged Super with V. P2 uses Left/Right arrows, Up to jump, Down to shield, J/K/L/U for the four attacks, and I for the one-time Super. R restarts a battle. If CPU is enabled, P2 is controlled by a simple AI whose behavior changes with Rookie/Rival/Elite level: approach P1, face toward them, attack at intervals, jump when appropriate, and at higher levels charge and use the Super.

Implement fighting mechanics visibly and functionally. Light, heavy, special, and extra attacks have individual cooldowns and attack durations. Hits increase the opponent’s damage percentage and apply knockback that grows with damage; higher damage makes launching easier. Damage produces colorful particles, hit sounds, and screen shake. Add a shield system: holding the shield button creates a glowing partial circular barrier, drains a 30-point shield meter, delays recharge after being hit, and automatically recharges when not used. Starting a shield has a brief parry window that can reflect incoming projectiles back at the attacker. A depleted shield breaks, stuns the fighter, causes a strong burst and screen shake, and enters a recovery state. Broken stage props can restore some damage and replenish the shield.

Give every fighter visibly distinct attacks, all based on these behaviors: Gunner fires cyan blasters, explosive mines/projectiles, and a powerful horizontal rail beam Super; Brawler performs heavy punches, shockwave-like attacks, and a leaping Super; Fencer lunges/ripostes with sword-like slashes and has a powered-up Super state; Mage fires orbs, teleports/blinks, creates arcane bursts, and calls down falling magic in the Super; Spear uses long pokes, spinning/reaching lunges, and a huge spear projectile Super; Astra uses lightning dashes, sky bolts, and a direct lightning Super; Slugger throws baseballs, swings a bat, and performs a powerful bat Super; Strongman throws arcing boulders and uses crushing punches and a massive boulder Super; Unicorn fires layered rainbow beams, creates a fluffy cloud-like shield appearance, and fires a rainbow Super; Robot fires guided lock-on missiles and electrocute punches, with a spread of missiles as Super; Dragon Human can jump infinitely, breathes fire, performs dragon punches, and has a powerful close-range dragon Super; 67 fires glowing “6” and “7” number projectiles, including a large number-blast Super. Add distinctive colored projectile shapes, trails, sparkles, beams, lightning, rings, and impact bursts rather than requiring sprite assets.

Include destructible stage props: six small neon-accented objects distributed around the arena, such as antennas, crates, crystals, urns, reactor cells, or rings depending on stage. They have hit points, can be knocked around by attacks and projectiles, break with a bright burst, and reward the attacker by reducing damage by 10 and restoring their shield.

Implement eight selectable stages, each with a dark gradient background, neon stage art, floating platforms, moving/bobbing platforms where applicable, and a distinct hazard: Skyline (navy/pink, drifting drone mines, rooftop/antenna city art); Quarry (brown/orange, falling rocks, rocky silhouettes and crates); Frostline (blue/cyan, falling icicles, frost/crystal art); Sun Temple (purple/gold, solar bursts crossing the shrine, temple columns); Reactor (dark navy/green, pulsing energy hazard, circular reactor artwork); Gyro World (purple/cyan, a slowly rotating 360-degree arena with moving platforms and orbiting hazard, concentric rings); Lava Cave (dark red/orange, three geysers and timed lava waves, with a glowing lava floor); and retain the listed stage names and descriptions in the selection UI. Use platform layouts that create multiple ledges at different heights plus a wide bottom floor. In Lava Cave, periodically activate one of three geysers and later sweep a timed lava wave across the left side; these damage players and produce orange bursts and shake.

The gameplay HUD is fixed over the canvas. Put P1’s panel at upper left and P2’s at upper right, showing nickname and fighter name in the fighter color, large gold damage percentage, a damage bar, stock dots, shield percentage/status (READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, or BREAK!), and a Super Charge meter that changes to “SUPER READY” when full and “SUPER USED” after activation. Put five compact cooldown meters labeled F/G/H/T/V at the top center. At the bottom center show a pill-shaped control hint: “P1: WASD · S Shield · F/G/H/T Attacks · V Super once • P2: Arrows · ↓ Shield · J/K/L/U Attacks · I Super once • R: restart.”

Use lightweight synthesized audio through the browser Web Audio API: select, jump, hit, fall, special, zap, shield charge, shield break, and win sounds, plus a looping simple electronic triangle-wave music pattern during battle. Add slow motion and a dark “SUPER ATTACK” impact overlay with the attacker’s fighter name when a Super activates. Keep the game responsive, with canvas resolution scaling for device pixel ratio and selection UI grids adapting to mobile widths. Do not use external image assets; draw the fighters, arenas, hazards, props, particles, projectiles, and effects procedurally with canvas primitives and CSS gradients.

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