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Shadow Stick

  • 2d
  • arena
  • action
  • fighting
  • anime
  • stick-figure
  • waves
  • mobile
0
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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. MR. MAJNU built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Stick yet. Play it, then tell MR. MAJNU what you would add next.

Make your own game

Shadow Stick was built by MR. MAJNU 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 Stick 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 Stick

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 2D browser arena fighting game titled “SHADOW STICK,” rendered on a full-screen HTML canvas with a fixed HUD and mobile touch controls. Use a side-on, centered arena view: the player and enemies are simple anime-inspired stick fighters standing on a horizontal ground line near the lower fifth of the screen, with movement constrained to the horizontal screen bounds. The background is a dark atmospheric night gradient, lighter blue toward the top and nearly black at the bottom, with many tiny scattered stars, a pale circular moon/glow in the upper-right, and a subtle dark distant skyline/horizon above a blue-gray floor. Use a clean neon anime aesthetic with soft glows, particles, screen shake, and high-contrast silhouettes rather than detailed illustrations.

Start with a full-screen title overlay: a radial blue-purple-to-black background, large glowing text “SHADOW STICK,” the subtitle “Original anime-inspired stick fighter — awaken your aura, dash through rivals, and release cinematic energy attacks.” and a prominent “ENTER ARENA” button. Pressing it starts wave 1 and hides the overlay. If the player’s health reaches zero, show the overlay again with “☠ ARENA LOST,” text reporting the reached wave and score, and a “PLAY AGAIN” button that resets the game.

The player is a dark-purple/indigo stick fighter centered initially. Draw a round peach-colored head with spiky purple hair, a tiny glowing cyan eye, a purple torso and limbs, and a simple animated arm pose. Enemies enter from either side of the arena and approach the player. Normal enemies are dark navy/purple stick fighters with pale gray heads and cyan eyes; elite enemies have a magenta/pink ring around their head, a dark magenta body, more health, and award more points. Display a small health bar above every enemy, cyan for normal enemies and pink for elites. Add subtle idle limb motion.

Core loop: every wave starts with 3 + wave number enemies, capped at 11. Enemy health is 45 + 9 * wave. Each enemy moves toward the player at roughly 60 + 3 * wave pixels/second, attacks when within about 52 pixels, and attacks on an approximately 0.8-second cooldown. A normal enemy hit removes 9 player health; holding block reduces it to 2. A hit resets the combo. Once all enemies are defeated, wait about one second, increment the wave, reset combo to zero, and spawn the next group. Normal kills add 10 score and elite kills add 40; each kill increments the combo. Do not add a separate lives system.

Controls: A/D or left/right arrows move horizontally at about 320 pixels/second and set the fighter’s facing direction; W, up arrow, or Space jumps. The jump is a simple vertical arc with initial upward velocity about 650 and gravity about 1700, with landing back on the ground. J performs a short-range forward strike on a cooldown of about 0.28 seconds: it affects enemies within about 118 pixels and only in the facing direction, dealing 28 damage, briefly stunning them, and producing a bright pale-cyan curved slash arc and sparks. K is held to block, showing a cyan circular guard outline around the player; block is keyboard-only. Space also launches a horizontal neon-pink rocket when not used for a jump in the implementation: make the rocket a fast magenta glowing streak traveling in the facing direction, dealing 55 damage on contact, briefly stunning the enemy, then disappearing. L activates Aura Burst if the player has at least 40 aura and is not already bursting: consume 40 aura, briefly grant invulnerability, deal 85 damage to all enemies within about 250 pixels, stun them, create a large lavender/cyan expanding energy ring and a radial particle explosion, and add screen shake. Avoid allowing repeated attacks while their cooldown/timer is active.

The player begins with 100 health and 100 aura. Aura continuously regenerates at about 7 points per second up to 100. Show damage, attack, rocket, burst, and death feedback with spark particles, glowing trails, and mild-to-heavy screen shake. The player briefly flashes during attacks; aura burst has a strong purple glow/ring. Enemies and effects should be removed after their short lifetimes, and defeated enemies should burst into colored particles (pink for elites, blue-violet for normal enemies).

HUD: place a translucent very dark navy rounded panel at the top-left with a subtle border and blur/shadow. It must show “WAVE [number] · SCORE [number]”, “COMBO [number]”, “HEALTH [current rounded health]” with a cyan-to-purple horizontal bar, and “AURA” with a similar gradient bar. Along the bottom center, show a translucent instruction strip reading “A/D move · W jump · J attack · K block · SPACE rocket · L aura burst”. On touch devices, provide four circular buttons at bottom-right: JUMP, STRIKE, ROCKET, and a larger purple “AURA BURST” button. Buttons have dark blue translucent fills, pale borders, rounded outlines, press scaling, and the burst button is larger and brighter purple. Make the canvas resize to the viewport and ensure the HUD and touch controls remain usable on both tall mobile screens and desktop.

Keep the camera fixed in a 2D side view; there is no scrolling level, inventory, or additional environment. Prioritize the exact wave/combat loop, health/aura/combo HUD, stick-fighter silhouettes, dark starry moonlit palette, glowing attacks, particles, and responsive controls visible in the reference.

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