Arcade › Powerbound Arena
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 Powerbound Arena yet. Play it, then tell kellen.lenzt0 what you would add next.
Powerbound Arena 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 Powerbound Arena 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.
Create a browser-based 2D couch-fight platform brawler titled “Powerbound Arena.” Use a full-window responsive canvas with a dark navy sci-fi presentation and HTML overlay menus/HUD. The game should begin on a centered title screen reading POWERBOUND ARENA, with the subtitle “A couch-fight platform brawler with superpowered heroes, dangerous stages, and CPU battles.” Include a prominent pink “Start Fighting” button and a small control hint: P1 uses WASD to move, S to shield, F to attack, E for special, and Q for power jump; P2 uses Arrow keys to move, Down to shield, Ctrl to attack, Shift for special, and / for power jump. Flow: Start Fighting opens “Choose Battle,” with “Fight CPU” selected/prominent and a “2 Player Duel” option. Then show a fighter-selection panel titled “Choose Fighters.” Provide ten selectable, color-coded fighters, with separate P1 and P2 selections: Volt (electric dash; special Lightning Burst), Ember (fire uppercut; Flame Wave), Terra (stone armor; Boulder Crash), Nova (gravity flip; Starfall), Bramble (thorn snare; Vine Lash), Frost (ice slide; Glacier Beam), Aero (wind blade; Cyclone), Pulse (sonic strike; Echo Boom), Mimic (power copy; Wild Card), and Lumen (light spear; Prism Ray). Represent fighters with bright solid color swatches/cards; clearly highlight selected cards. Continue to a “Choose Stage” screen with five selectable stage cards: Skyline Rooftop with Falling satellite hazard, Magma Foundry with Rising lava, Crystal Cavern with Crystal spikes, Jungle Ruins with Vine sweep, and Moon Temple with Moon beams. Include an “Enter Arena” button. The battle is a side-view 2D arena rendered on a canvas. Use a dark vertical-gradient sky themed per stage, subtle drifting star/dot particles, a broad colored floor near the bottom, and two elevated horizontal platforms: one on the left around 18% screen width and roughly 95 pixels above the ground, and one on the right around 60% width and roughly 145 pixels above the ground. Fighters are simple bright rectangular hero avatars, approximately 38x54 pixels, with two white eyes and a dark mouth; orient them toward the opponent. P1 starts on the left and P2/CPU on the right. The arena should scale to the viewport and keep fighters constrained near the side edges. Implement real-time physics and combat. Each fighter can accelerate horizontally, has friction and a maximum horizontal speed, gravity, jumping, platform landing, and a power jump consuming 20 energy. The normal attack is a short forward hit with a visible pale rectangular strike effect, dealing 24 damage and knockback when in close range. The special requires at least 35 energy, consumes 35 energy, lasts longer with a bright circular aura, deals 36 damage and stronger knockback. Fighters regenerate energy over time up to 100. Holding the shield control creates a curved pale-blue shield effect, slows movement, and drains energy; shielded fighters take only tiny chip damage (1 normal or 3 special). Flash the fighter briefly when hit. Ensure attacks only connect when fighters are near each other horizontally and vertically. Show a battle HUD over the canvas: P1’s name and cyan/blue health bar at the upper left, P2 or CPU’s name and red/pink health bar at the upper right, and beneath each bar the fighter’s power description and current “Energy N%.” Show “FIGHT!” centered briefly when the round starts. Display the controls along the bottom. Start each round with 100 HP, zero energy, and a 90-second timer. End the round when either health reaches zero or the timer expires; show an end screen with “KO!” for a knockout or “TIME!” for timeout, text such as “[fighter] wins on [stage],” plus Rematch and Main Menu buttons. Add stage-specific hazards that are both visible and damaging, matching the selected theme: Skyline Rooftop periodically presents an orange meteor/falling satellite marker and damages fighters near its moving impact position; Magma Foundry has glowing red-orange lava along the bottom that periodically damages fighters standing near the ground; Crystal Cavern periodically raises cyan crystal spikes in a central ground zone and damages fighters on the ground there; Jungle Ruins displays a hanging green vine through the middle that periodically sweeps/impedes and damages fighters in its central zone; Moon Temple periodically fills a broad central vertical area with a translucent pale moon-beam and damages fighters inside. Keep the visual style clean and minimal: flat geometric shapes, neon accents, rounded dark translucent UI panels, white typography, pink primary buttons, cyan/pink health bars, and no external art or audio dependencies. For CPU mode, have the right fighter make simple autonomous decisions: approach if far away, otherwise sometimes attack, use special, jump, or shield in response to the opponent. Local mode should allow the same P2 keyboard controls. Preserve the selected fighters and stage through the menus and support rematch using the same setup.