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Shadow Clash

  • 2d
  • fighting
  • arcade
  • action
  • mobile
  • neon
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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. Erkhem Bayr built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Clash yet. Play it, then tell Erkhem Bayr what you would add next.

Make your own game

Shadow Clash was built by Erkhem Bayr 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 Shadow 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.

Read the build brief for Shadow Clash

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 responsive browser fighting game titled “Shadow Clash.” Use a full-screen, fixed 2D canvas with a side-view arena and a HUD layered over it. The player is the red/pink fighter named “KAGE // YOU,” starting on the left around one-third across the arena; the opponent is the blue fighter named “RIVAL // RYU,” starting on the right. Both are simple stylized human stick/mascot fighters: circular colored heads with a pale face patch and dark hair/visor shape, rounded dark-color torsos, colored cylindrical arms, and dark legs. Give each fighter a soft black oval shadow beneath them. The player faces toward the opponent and the opponent faces toward the player; flip their drawings horizontally as they change sides.

The core gameplay is a one-on-one real-time fighting round. The player moves horizontally only, constrained to the central arena, using A/D or Left/Right Arrow; on-screen mobile controls provide left and right arrow buttons. Press J or the PUNCH touch button to punch, K or KICK to kick, and Space or SP to perform a special attack. Attacks should trigger only once per key/button press rather than repeating while held. The punch is a quick approximately 0.3-second attack, the kick lasts about 0.38 seconds, and the special lasts about 0.6 seconds. Show the attacks through readable animation: extend an arm for punches and specials, extend a leg for kicks, and draw a glowing yellow arc around the fighter during the special. The opponent is AI-controlled: it approaches the player when separated, then periodically attacks at close range, randomly choosing punches and kicks. Do not add jumping, blocking, projectiles, stages, or additional enemies.

Use collision checks only during the middle portion of an attack animation and only when fighters are close horizontally. A punch deals 8 damage, a kick 12, and a special 22. Each successful hit causes the defender’s health to drop, gives the defender 12 special meter, gives the attacker 4 special meter, creates a brief white hit flash, screen shake, colored impact particles, and plays a heavy punch impact sound if audio is available. The player’s normal punch adds 10 meter and kick adds 15 meter when initiated; special meter is capped at 100. The special is usable only at 100 meter and consumes the full meter when started. Track a short-lived player hit combo, increasing it on player hits and clearing it after roughly 0.8 seconds without a hit; display it near the top center as yellow “N HIT COMBO” text while the combo is greater than one.

Start every round with both fighters at 100 health, zero special meter, and a 60-second timer. End the round when either health reaches zero or the timer expires. Overlay a dark translucent result screen with centered large text: “K.O.” if the opponent is defeated, “DEFEAT” if the player is defeated, or “TIME UP” if time expires. Under it show “Press R / tap the arena to rematch.” Press R or tap the canvas after the round ends to reset both fighters, health, meters, timer, effects, and combo.

Build the background in a dark neon arcade style directly with canvas shapes: a vertical gradient from deep navy at the top through dark purple to near-black, a muted purple angular mountain/city silhouette across the middle, alternating translucent purple and red vertical columns behind it, and a dark floor beginning around 72% of the screen height. Draw a perspective trapezoidal fighting platform in slate blue-gray with a lighter outline and a thin horizontal highlight line. Keep the camera fixed and centered on the arena, scaling the fighters responsively to the viewport; preserve the composition on tall mobile screens like the reference, with the fighters in the lower-middle area and plenty of empty atmospheric space above.

The HUD should be HTML/CSS layered above the canvas. Across the top, show left and right fighter cards with bold uppercase spaced labels, large rounded health bars, and thin special meters underneath. The player health fill is a red-to-orange gradient; the opponent health fill is cyan-to-blue; special meters use a purple-to-yellow gradient. Put a large white countdown timer at the top center, starting at 60 and displaying two digits where appropriate. Include a bottom-center pill-shaped instruction banner reading “A / D MOVE · J PUNCH · K KICK · SPACE SPECIAL.” Place mobile controls at the bottom: dark translucent rounded-square left/right buttons on the lower left, and three large circular attack buttons on the lower right labeled PUNCH, KICK, and SP, with red styling for punch/SP and blue styling for kick. Make touch controls prevent scrolling and work with pointer press/release events. Use bold system sans-serif typography, dark translucent panels, bright outlines, subtle shadows, impact particles, hit flashes, and restrained screen shake to match the polished minimalist neon fighting-game presentation.

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