Arcade › Prisma Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Felipe built it with Cinevva, so it works on a phone or a tablet too.
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Prisma Clash was built by Felipe 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 Prisma Clash 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 top-down pixel-art arena fighting game titled “Prisma Clash,” with Spanish UI. The game is a local 1v1 duel against a computer-controlled rival, presented in a fixed 960x540 logical canvas scaled responsively to the viewport with crisp pixel rendering. Use a very dark navy background and a centered arena: a large dark blue rectangular playfield inset from the edges, outlined in blue-gray, with a dashed gold vertical center line and a small red/gold center marker. Decorate the arena with rows of blue-gray rectangular block/platform-like tile details. The visual style should be minimalist retro pixel art: fighters are small square sprites with a dark outline, a solid class-colored body, a tiny white eye/highlight, a skin-colored top strip, and a small white weapon/shape protruding from one side. Add short colored afterimage trails, square particle bursts, expanding circular ring effects, and square energy projectiles. Keep the camera fixed overhead; do not add scrolling or perspective movement. Opening screen: cover the game with a translucent dark overlay and a centered dark panel with a thick blue-gray border and offset shadow. Show the gold, widely spaced title “PRISMA CLASH,” followed by Spanish text: “Duelo 1v1 de reflejos, posicionamiento y gestión de poder. Esta versión es una batalla local contra un rival bot con sensación online.” Provide five class selection buttons arranged in wrapping rows: GUERRERO (sword icon; “cuerpo a cuerpo · resistente”), MAGO (spark icon; “proyectiles · control”), ASESINO (spark icon; “velocidad · combos”), ARQUERO (arrow icon; “alcance · precisión”), and PALADÍN (cross icon; “defensa · supervivencia”). Selecting a class highlights it in gold and reveals an “ENTRAR EN LA ARENA” button. The player starts as the chosen class; the bot is always a mage. Gameplay rules and fighters: start a five-minute timer at 05:00 when entering the arena. Place the player near x=230,y=270 facing right and the bot near x=730,y=270 facing left. The logical play area constrains fighters roughly to x=55..905 and y=82..458. Each fighter has HP and a regenerating power meter. Class stats should match these values: Warrior color coral/red, speed 190, basic damage 22, max HP 1000; Mage purple, speed 170, damage 18, max HP 900; Assassin turquoise, speed 235, damage 16, max HP 850; Archer pale yellow, speed 200, damage 17, max HP 900; Paladin light blue, speed 155, damage 20, max HP 1150. Start power at 1000/1000 and regenerate at 18 power per second up to 1000. The bot uses the same fighter system and AI: it approaches if farther than 260 pixels, retreats if closer than 140, attacks periodically, uses spin at close range, bolt at longer range, nova when below 45% HP, and occasionally dashes. Controls: support WASD and arrow keys for movement, J for a short-range basic attack, number keys 1–4 for abilities, and Shift for dash. Also support a mobile/touch virtual joystick at bottom-left. Movement sets velocity in the input direction, updates facing toward movement, and fighters have friction/deceleration. Basic attack has a roughly 62-pixel range and .32-second attack cooldown. A dash costs 10 power, has a 3-second cooldown, moves about 95 pixels in the facing direction, grants about .28 seconds of invulnerability, and emits a colored burst. Prevent browser scrolling from the gameplay keys. Abilities shown along the bottom center as four compact buttons with large cyan numbers and Spanish labels: 1 “Golpe Potente,” 2 “Corte Giratorio,” 3 “Lanza Energética,” 4 “Explosión Arcana.” Costs and cooldowns: heavy costs 10 power and cooldown 4 seconds; spin costs 20 and cooldown 8 seconds; bolt costs 20 and cooldown 7 seconds; nova costs 35 and cooldown 15 seconds. Heavy deals 70 damage in about 82-pixel melee range with strong knockback; spin creates an expanding colored ring around the caster, hits within about 90 pixels for 45 damage and knockback; bolt fires a colored square projectile toward the target at about 430 pixels/second, dealing 55 damage on impact; nova creates a large purple expanding ring around the caster, hits within about 125 pixels for 85 damage, and emits many particles. Abilities cannot activate while silenced or stunned, or while on cooldown/without enough power. Basic and ability hits cause particles, expanding rings, knockback, brief invulnerability after being hit, and a small screen shake. Add temporary shield/barrier mitigation behavior consistent with the mechanics: shields reduce damage to 55% and barriers to 20%, and show cyan or purple circular outlines when active, though these states are not player-triggered by the listed abilities. HUD: overlay the canvas with a responsive Spanish HUD. At top left show “TÚ · [SELECTED CLASS]” and current HP number, then a thick red/pink HP bar and a thinner blue-to-purple power bar. At top right mirror this with current enemy HP number and “RIVAL · BOT.” Center the top display a large gold 05:00 countdown and the subtitle “PRISMA CLASH · ARENA VOLCÁNICA.” At bottom center show the control hint “WASD / flechas: moverte · J: ataque · 1-4: habilidades · Shift: dash.” Make skill buttons visually glow/highlight when their ability is ready and show cooldown timing via their tooltip/state. When the player lands more than one hit, display a gold “N HIT COMBO” message near the upper middle; reset the combo after about 1.2 seconds without a player hit. End conditions: end the match when either fighter reaches zero HP or the timer reaches zero. Show the same dark centered overlay panel with either “VICTORIA” or “DERROTA” in gold, Spanish result text (“Has ganado el duelo.” or “El rival tomó la arena.”), and “Resultado: [player HP] HP contra [enemy HP] HP,” plus a “REVANCHA” button that reloads/restarts the game. A timeout is a player victory only when the player has more HP than the enemy; otherwise it is a defeat. Preserve the restrained palette: #08111d-like deep navy outlines/background, dark blue arena, coral HP bars, blue-purple power bars, gold timer/highlights, and class-specific fighter colors. Use monospace typography, strong dark text shadows, thick borders, and pixelated/crisp edges throughout.