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.
Nobody has said anything about Neon Smash yet. Play it, then tell kellen.lenzt0 what you would add next.
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 game titled "Neon Smash": a 2D neon platform-fighting game with local two-player versus play and an optional CPU opponent. Use a full-window HTML canvas for gameplay with a dark navy/black background, bright cyan/pink/gold accent colors, glowing particle effects, crisp arcade UI, and simple stylized fighters drawn from geometric shapes rather than detailed sprites. Start on a character/stage selection screen. Show the large uppercase title NEON SMASH 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 inside a dark translucent rounded panel with a thin blue border. Include tabs/buttons for Choose P1 and Choose P2, editable P1 and P2 nicknames (up to 12 characters), a CPU opponent checkbox, CPU level choices Rookie/Rival/Elite, a Stocks selector from 1 to 10 (default 3), and a Random Fighter + Stage button. Provide Swap P1 / P2 and Start Battle buttons. The selection screen should show a compact 6-column fighter grid (responsive to fewer columns on narrow screens), player preview banners, and a stage grid. Highlight selected items with cyan borders/glows. Implement these 12 selectable fighters, each with a distinct color palette, icon, short archetype, and attack identity: Gunner (cyan, ranged control; blasters, mines, rail bursts), Brawler (coral/red, power bruiser; heavy punches and shockwaves), Fencer (lavender/purple, precision duelist; lunges, ripostes, crescents), Mage (violet, arcane caster; orbs, blink magic, starfall), Spear (green, reach fighter; long pokes and spinning sweeps), Astra (yellow/gold, lightning god; thunder dashes and sky bolts), Slugger (orange, diamond bruiser; baseball throws and heavy bat), Strongman (brown, boulder titan; boulders and crushing punches), Unicorn (pink/purple, rainbow mystic; rainbow beams and fluffy cloud shields), Robot (light blue/steel, lock-on machine; guided missiles and electrocute punches), Dragon Human (red/orange, skyfire brawler; infinite jumps, fire breath and dragon punches), and 67 (yellow/purple number blaster; visibly shaped as the digits 6 and 7 and fires number blasts). Fighter portraits can be abstract cards with colored backgrounds, a circular head and blocky body, plus the fighter-specific symbol. Implement these 8 stages, each with a dark gradient background, glowing stage color, a set of floating platforms, background silhouettes, destructible decorative props, and a distinctive hazard: Skyline (blue/pink city rooftops, drifting drone mines), Quarry (brown/orange rocky ledges, falling rocks), Frostline (blue/ice scenery, falling icicles), Sun Temple (purple/gold shrine, horizontal solar bursts), Reactor (dark blue/green technology, energy pulse hazards), Gyro World (purple/cyan orbital rings, slowly rotating arena and moving platforms), and Lava Cave (dark red/orange cavern, three lava geysers and a timed lava wave). The arena has a solid bottom deck plus several floating platforms; platforms can bob/drift, and Gyro World rotates their arrangement visually over time. Decorative props such as antennas, crates, crystals, urns, energy cells, and rings can be hit and broken. The battle is a stock-based platform fighter. Spawn P1 on the left and P2 on the right. Each fighter is a small approximately 30x46 geometric character with a colored body, circular head, simple weapon/accessory, animation bob, motion trails, glow, and facing direction. Apply gravity, horizontal acceleration/friction, jumping, platform collision, knockback, damage percentage, and off-screen KO. A fighter is KO’d when damage reaches 115%, or when launched beyond the arena edges/bottom. On KO, show falling/spinning animation, consume one stock, then respawn with zero damage and brief invulnerability. When a player loses all stocks, show a Victory result screen with crown, winner name/fighter, stage and KO threshold, plus Rematch and Character / Stage Select buttons. Give each fighter four normal attack inputs—light, heavy, special, and extra—with cooldowns and distinct behavior based on the fighter. Ground attacks may be melee hitboxes, projectiles, dashes, jumps, beams, baseballs, boulders, rainbow shots, lock-on missiles, fireballs, lightning, or digit projectiles. The major identities should be visible: Gunner fires blasters/mines/rail bursts; Brawler launches powerful punches and shockwaves; Fencer lunges and can gain a strong slash buff; Mage fires arcane projectiles and can blink/starfall; Spear performs long-range pokes and thrusts; Astra uses lightning dashes and bolts; Slugger throws baseballs and swings a bat; Strongman throws boulders and uses crushing punches; Unicorn fires rainbow attacks and creates a fluffy cloud-like shield while guarding; Robot fires guided missiles and electric attacks; Dragon Human can jump repeatedly/infinite-jump, breathe fire, and perform dragon punches; 67 fires glowing 6 and 7 projectiles. Use bright attack arcs, projectiles, screen shake, impact particles, and simple sound effects synthesized in the browser. Add a shield/guard mechanic for both players. P1 holds S and P2 holds Down to guard. Shields have a visible percentage meter and 30 maximum shield HP, drain slowly while held, can be depleted by attacks, and recharge after a delay when not guarding. Starting a shield briefly enables a parry window that reflects incoming projectiles or damage back to the attacker. A depleted shield causes a break state with stun and visual burst. Show shield states in the HUD as READY, GUARD, CHARGING, RECOVERING, EMPTY, STUNNED, BREAK!, or KO. Breaking destructible arena props rewards the attacking fighter by restoring shield and reducing damage slightly. Add a one-use super attack for each fighter. Damage dealt charges a 0–100 super meter; when full, the player can activate once per stock/round using P1 V or P2 I. Display SUPER CHARGE, SUPER READY, or SUPER USED and a filled gradient meter in the HUD. Supers should be large, clearly different attacks: Gunner super beam, Brawler shockwave, Fencer extended slash buff, Mage magic rain, Spear huge spear, Astra lightning strike, Slugger powerful bat hit, Strongman massive boulder, Unicorn rainbow barrage, Robot missile barrage, Dragon Human dragon punch, and 67 a storm of glowing 6/7 shots. Trigger a brief slow-motion/zoom, screen shake, particles, and a centered "SUPER ATTACK" impact overlay. Controls: P1 uses WASD for movement/jump/shield (W jump, A/D move, S shield), F light, G heavy, H special, T extra, V super. P2 uses Arrow keys (Up jump, Left/Right move, Down shield), J light, K heavy, L special, U extra, I super. R restarts the current battle. In character selection, P1 uses W/A/S/D to navigate and P2 uses arrow keys. If CPU is enabled, P2 is controlled automatically with Rookie/Rival/Elite behavior that approaches P1, attacks, jumps, and uses supers with increasing frequency. During battle, overlay a HUD at the top: left P1 and right P2 fighter panels with nickname, fighter name, damage percentage in gold, a colored damage bar that shrinks toward 115%, stock icons, shield percentage/status and shield bar, and super meter. Place five compact P1 cooldown indicators in the top center labeled F/G/H/T/V. At the bottom center show a pill-shaped 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". Keep the overall presentation responsive, with selection cards adapting on mobile. Use a cohesive visual language: dark navy linear gradients, thin translucent blue borders, cyan/pink/gold neon glows, text in clean sans-serif uppercase with letter spacing, rounded panels and buttons, and canvas-rendered geometric characters, platforms, hazards, projectiles, hit sparks, rings, trails, and screen shake. Do not use external art assets; create portraits and gameplay art procedurally with CSS/canvas shapes and symbols. Include simple oscillator-based arcade music and sound effects for jumps, hits, supers, shield charge/break, falling KO, selection, lightning, and victory.