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Rope Burn

  • 2d
  • fighting
  • local-multiplayer
  • arcade
  • versus
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. JOHN DORNEY built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rope Burn yet. Play it, then tell JOHN DORNEY what you would add next.

Make your own game

Rope Burn was built by JOHN DORNEY 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 Rope Burn 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 Rope Burn

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-playable 2D local versus arena game titled “Rope Burn.” Use a full-window HTML canvas with a responsive dark arcade presentation. The camera is fixed and centered on a simple boxing/wrestling ring, with no scrolling. Render a vertical gradient background from deep purple (#2c1937) at the top to nearly black-purple (#0f0b15) at the bottom, plus a darker floor band across the bottom roughly the lowest 28% of the screen.

Arena: draw a large rectangular ring centered horizontally, spanning approximately 12% to 88% of the viewport width and from about 32% to 68% of the viewport height. Use a thick warm pale-gold border. Add three horizontal pink/red ropes across the ring at approximately 40%, 49%, and 58% screen height. Label the arena near its upper-left edge with small bold cream text “SUPER PUNCH ARENA.” Behind the action, place a very large, low-opacity “ROPE BURN” watermark around the upper center.

Gameplay: two simple stylized humanoid fighters face one another and are controlled simultaneously by two local players. The left fighter starts around 31% of the viewport width and the right fighter around 69%, both near the bottom of the ring at 72% screen height. They can move freely in two dimensions inside arena bounds: horizontal movement is clamped between 90 pixels from either screen edge, and vertical movement is constrained between about 38% and 72% of screen height. Movement speed is about 250 pixels per second. The left fighter uses the Arrow keys: Left/Right move horizontally and Up/Down move vertically. The right fighter uses W/A/S/D: A/D move horizontally and W/S move vertically.

Super punch mechanic: holding both horizontal movement keys at once triggers that fighter’s super punch instead of movement—Left + Right for the left player, or A + D for the right player. A super punch requires at least 34 stamina, starts a roughly 0.42-second punch animation, and drains stamina continuously at about 52 per second while active. Otherwise stamina regenerates at about 18 per second, capped at 100. During the active hit window (roughly after 0.12 seconds and before 0.33 seconds of the punch), if the opponent is within 155 pixels, deal 18 damage once per punch. Each fighter starts with 100 health and 100 stamina. Flash the defender briefly when hit. End the round when either health reaches zero, declaring the fighter with remaining health the winner. Freeze gameplay after the round ends. Allow R or tapping/clicking the canvas to reset a finished round.

Characters: use minimalist geometric, flat-color figures with no detailed sprites. Each has a peach circular head about 22px radius, a colored rectangular torso about 36x50px, two dark rectangular legs, and a small shadow ellipse beneath. The left fighter is hot pink/red (#ff5577) with pale pink accents (#ffd0d8); the right fighter is bright cyan/blue (#69c8ff) with pale blue accents (#d6f3ff). Give each character two pale rectangular arm segments extending toward the opponent and a small colored circular hand/fist with a white center detail. When punching, extend a thick pale arm line toward a large cream circular glove/fist. Mirror the right character so its pose faces left. Add a subtle two-pixel idle bob animation and make hit-flashed fighters semi-transparent for a moment.

HUD: overlay a non-interactive top bar. Put a dark translucent panel at the upper left for “LEFT FIGHTER · ARROWS,” and an equivalent right-aligned panel at upper right for “RIGHT FIGHTER · WASD.” Each panel must contain a health bar and a second stamina bar. Health should be visibly color-coded: left health uses a pink-to-orange gradient and right health uses a cyan-to-purple gradient. Stamina uses a yellow/orange gradient and is somewhat dimmer. In the top center, display the spaced title “ROPE BURN” in warm cream text and a status message: during play, “Super punch costs 34 stamina”; after the round, “LEFT FIGHTER WINS — press R or tap the canvas to rematch” or the equivalent right-fighter result. Add a bottom-center dark translucent help strip reading: “Left: Arrow keys move · hold ← + → to super punch | Right: W A S D move · hold A + D to super punch”.

For mobile, preserve the full-screen canvas and show translucent touch controls near the bottom: four buttons for the left player (left, right, up, down arrow symbols) and four for the right player (A, D, W, S). Buttons should support holding, have rounded corners and a subtle translucent white style, and be hidden on wider screens. On a finished round, overlay a dark translucent screen wash with large centered cream text such as “LEFT FIGHTER WINS” and smaller “Press R or tap to restart.” Keep the overall style clean, flat, minimal, responsive, and dark neon arcade-like, matching the shown screenshot.

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