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Arcade › Rift Rumble
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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 game titled “Rift Rumble,” a fast 2D side-view arena fighting game rendered on a fixed 1100x720 canvas, scaled responsively to fit the viewport. Use a dark neon arcade presentation: deep navy/black backgrounds, purple panels, glowing pink title text, gold primary buttons, cyan/pink accents, and simple clean canvas-drawn fighters. The game should have these screens and flow: 1. Main menu: center a large stacked “RIFT RUMBLE” title in bold white/pale lavender uppercase lettering with a pink-purple glow and dark purple offset shadow. Under it show: “A fast 2D arena fighter with 10 heroes, 5 bosses, shifting maps, specials, and ultimates that break the rules.” Include a gold/orange “Build your fighter” button and the desktop controls note: “A/D move · W jump · J light · K heavy · L special · U ultimate · Space block”. 2. Loadout screen: show “Choose your loadout,” a Back button, mode buttons for “Versus Match” and “Boss Battle · 5 fights,” a selectable grid of 10 hero cards, a selectable grid of 6 map cards, and a “Start fight” button. The hero roster is: Nova / Star Fist / red (#ff6b6b) / special “Meteor Rush”; Volt / Arc Striker / cyan (#64d7ff) / “Thunder Step”; Moss / Gravemaw / green (#7be495) / “Root Crush”; Rook / Iron Guard / light gray (#b7b6c9) / “Bunker Breaker”; Ember / Blazeborn / orange (#ff984f) / “Flame Spiral”; Vesper / Night Fang / purple (#a58bff) / “Shadow Blink”; Echo / Sonic Ace / yellow (#f1e85b) / “Resonance Wave”; Titan / Skybreaker / lavender (#d899ff) / “Meteor Drop”; Byte / Glitch Ninja / turquoise (#69f7dc) / “Code Burst”; Luna / Moonblade / pink-lavender (#f2b4ff) / “Crescent Arc”. Each hero has a distinct damage multiplier: Nova 1.08, Volt 1.02, Moss 1.18, Rook .92, Ember 1.10, Vesper 1.14, Echo .98, Titan 1.28, Byte .96, Luna 1.04. The second hero’s stat also controls movement feel: Nova 1.0, Volt 1.08, Moss .92, Rook 1.2, Ember 1.02, Vesper 1.0, Echo 1.14, Titan .9, Byte 1.1, Luna 1.06 (preserve these as the fighter’s second stat if implementing the same data model). Maps are: Neon Rooftops (background #211239, accent #ff4fb3), Sunken Temple (#183844, #52d6c3), Volcanic Core (#431d18, #ff8a3d), Frozen Observatory (#152d4a, #83dcff), Clockwork Foundry (#33261c, #f6cc67), and Void Garden (#25183c, #c48cff). Selecting a map changes the arena palette and HUD mode label. 3. Fight screen: use a fixed side-view arena with fighters initially at x=280 and x=820, standing on a floor around y=500. Draw a gradient background from the selected map color into near-black, faint translucent circular/organic background shapes, horizontal platform-like marks around y=420, a dark floor from y=548 down, a thin glowing map-colored horizon line, and diagonal floor perspective lines. There is no scrolling camera; keep the full arena visible. Draw each fighter as a stylized simple humanoid: colored rounded rectangular torso, peach circular head, dark visor/hair strip, colored rectangular arms, dark legs, colored outlined arms, and a soft oval shadow. Flip the character horizontally toward its opponent. Do not use external art assets. At the top HUD, show player and enemy names, numeric HP, large rounded health bars, and smaller ultimate meters, separated by a gold “VS.” Player health is green/yellow and enemy health is red/pink; ultimate bars use a blue-purple-yellow gradient. Below, show the selected map name in Versus mode or “BOSS RUSH · round/5” in boss mode. Show a temporary large centered announcement such as “ROUND 1,” “BOSS BATTLE,” “BOSS 1 / 5,” “FIGHT!”, “PAUSED,” or “[name] ULTIMATE!”. Add a Pause button and a lower-right hint: “J light · K heavy · L special · U ultimate / Fill the gold bar to unlock your ultimate”. Controls: desktop A/D move left/right, W or Up Arrow jumps, J performs a light attack, K a heavy attack, L a special attack, U an ultimate when charged, and Space or Shift blocks. Prevent browser scrolling for relevant keys. Also provide touch buttons along the bottom: left/right movement, J, K, SPECIAL, and a large purple ULT button. Touch buttons should press/release the corresponding actions. Escape and the Pause button toggle pause. Fighter physics and combat: fighters have 1000 HP in Versus and the player, while the first boss has 1300 HP; gravity is about 0.65, jump velocity about -13, horizontal speed is capped near 5, and fighters are constrained to x=95..1005. Movement has acceleration/friction. Fighters face the direction they move or the opponent. Prevent attacks while attacking, cooling down, or stunned. Light attack animation lasts 12 frames with 10-frame cooldown; heavy lasts 22 frames with 20-frame cooldown; special lasts 28 frames with 32-frame cooldown; ultimate lasts 40 frames and consumes a full 100 ultimate meter. Attacks hit when the opponent is within roughly 135 horizontal pixels and 65 vertical pixels, using a forward attack reach of approximately 65 light, 88 heavy, 115 special, and 150 ultimate. Draw the active attack as a bright forward horizontal slash/line; ultimate slashes are pale yellow and much larger. Blocking draws a cyan arc shield and reduces incoming damage to 22%. Damage is based on the fighter’s damage multiplier: light ×1, heavy ×1.7, special ×2.6, ultimate ×4.4. On hit, the defender gains 34% of damage toward their ultimate and the attacker gains 28%; cap at 100. Apply hit stun (9 frames light/special, 14 heavy, 22 ultimate), knockback (about 4, 7, or 11 pixels of velocity), brief flash, screen shake, hit-stop, and colored square particle bursts. Ultimate hits use especially bright yellow particles and announce the attacker’s ultimate. Keep fighters from overlapping when they get within about 60 pixels. In Versus mode, the CPU opponent is the hero three slots after the selected hero, named “CPU [hero name],” with 1000 HP. It should pursue the player, face them, attack at close range with randomized light/heavy/special choices, occasionally use an ultimate when charged, and sometimes block when the player is attacking. In Boss Battle mode, fight five sequential bosses: Goliath Prime (red #d85762, 1.35 damage, “Earthquake”), Witchlight (purple #8e62d7, 1.1, “Hex Storm”), Mecha Hydra (blue #5ca2c9, 1.18, “Laser Barrage”), The Warden (brown-orange #d18d54, 1.42, “Chain Slam”), and Rift King (magenta #e647ad, 1.55, “Rift Collapse”). Bosses use the same basic AI/combat framework; the first boss has 1300 HP and later bosses increase HP by 160 per round. In boss mode, defeating a boss before round 5 shows a result/interstitial screen saying “BOSS DEFEATED” and “The [next boss] is waiting in the next arena.” with a “Next boss” button, then starts the next round. After all five, show “VICTORY” and “You cleared all 5 bosses. The Rift bows to you.” When HP reaches zero, stop the fight and show a result screen with a huge glowing “VICTORY” or “DEFEAT,” explanatory text (“You won the match.” or “Your fighter is down. Charge the ultimate and hit back harder.”), plus “Fight again” and “Main menu” buttons. In Versus, Fight again restarts the selected match; in boss mode it advances through the bosses and then restarts appropriately. Keep the overall UI responsive, dark, polished, and arcade-like, with rounded bordered cards, gold selected outlines, translucent overlays, strong shadows, and neon glow effects.