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Arcade › Shadow Strike 2D
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Govind Rajput built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shadow Strike 2D yet. Play it, then tell Govind Rajput what you would add next.
Shadow Strike 2D was built by Govind Rajput 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 Strike 2D 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-playable 2D side-scrolling action shooter titled “Shadow Strike 2D,” using only an HTML canvas and CSS UI with no external assets or downloads. Use a responsive full-window canvas, dark navy interface, and simple original placeholder shapes. Presentation and camera: Use a side-view 2D platformer camera that follows the player horizontally, keeping the player around 35% from the left side of the viewport. The world is wider than the screen and scrolls through a level. Render a dark atmospheric sky with layered translucent teal/blue mountain or triangular silhouettes moving at different parallax speeds. Platforms should be solid muted ground-colored rectangles with a thin bright level-colored top edge. Add subtle screen shake on damage and explosions. Draw the player and enemies as compact rectangular silhouettes rather than detailed sprites. Main menu: Before play, show a centered dark translucent overlay card with a thin blue border. Display the large cyan uppercase title “SHADOW STRIKE 2D,” subtitle “A compact side-scrolling action slice.”, and buttons “Play,” “Level Select,” and “Settings.” Include the note “Browser build: original placeholder art, no downloads required.” The Level Select button starts the campaign at level 1 and changes the note to explain that the campaign starts at Jungle Outpost and levels unlock after clearing them. Settings displays a compatibility-friendly canvas/reduced-effects/no-external-assets message rather than a complex settings screen. Gameplay objective: Start the player at the left of a long stage. Move right through the stage, defeat every enemy, and reach the final area near the right edge to complete the level. Completion requires all enemies to be dead and the player to be within the final roughly 260 pixels of the stage. If the player’s health reaches zero, show a “Mission Failed” result overlay with restart and main-menu options. On successful levels show “Level Complete,” explain that the next zone is unlocked, and offer “Next Level” except after level 3, where show “Victory” and the message “The factory is silent. Shadow Strike wins.” Player: Represent the player as a light-blue rectangular body about 28 by 52 pixels, with a pale head/helmet rectangle, a dark visor/eye mark, and a small tan gun projecting forward. The player has 100 health, can face left or right, and flashes while temporarily invulnerable after taking damage. Apply gravity around 1250, allow jumping only while grounded, and use solid platform collision. Keep the player within the level bounds. Controls: A/D or left/right arrows move; Space (also W/up) jumps; J or left mouse click shoots, with held mouse/J repeatedly firing when cooldown permits; K throws a grenade; R reloads; Shift performs a directional dash; Escape pauses. Include Q/E and number keys 1–4 for weapon switching. Weapons and combat: Provide four weapons in this order: PISTOL, RIFLE, SHOTGUN, SNIPER. The pistol magazine is 12, rifle 30, shotgun 6, and sniper 4; start with the pistol at full magazine and 60 reserve ammunition. Reserve ammunition is spent on reload, and show “RELOADING…” during the roughly 0.8-second reload. Pistol damage is 24 with a 0.25-second fire cooldown; rifle damage is 18 with 0.11-second cooldown; shotgun damage is 34, fires five pellets with random spread, and has a 0.48-second cooldown; sniper damage is 80 with a 0.8-second cooldown and bullets can continue through multiple enemies. Fire bright yellow rectangular projectiles in the facing direction, with muzzle particle bursts. Mouse aim should determine whether the player faces left or right based on the mouse’s world-relative horizontal position. Grenades should be green bouncing projectiles thrown in the facing direction with upward velocity, detonate after about 1.1 seconds, show an orange particle explosion, and damage every nearby enemy within about 150 pixels for 90 damage. Start with 3 grenades. Dash in the facing direction at high speed and give it an approximately 0.8-second cooldown. Enemies: Populate each stage with stationary/patrolling simple rectangular enemies distributed along the route and elevated platforms. Standard soldiers are tan/orange rectangles with dark helmet strips and a red eye/mark; robots are gray rectangles with the same dark head strip and red eye. Every third generated enemy is a tougher robot with 70 health; other standard soldiers have 45 health. Enemies use gravity and platform collision, turn toward the player when within about 700 pixels, move toward the player slowly when engaged, and fire hostile yellow projectiles when within range. Standard enemies fire about every 1.4 seconds and deal 7 damage; touching an ordinary enemy deals 10 damage. Defeated enemies disappear, add 100 score, and emit colored particle bursts. Show hit flashes and stronger screen shake on damage. Levels: Implement three campaign zones with distinct palette and length/counts: (1) “JUNGLE OUTPOST,” dark green sky #10241d, green ground #263d2d, bright green accent #69c27b, length about 3600 pixels, 9 enemies, no boss; (2) “MILITARY BASE,” blue-gray sky #18212d, gray ground #344252, pale blue accent #a8c7e8, length about 4200 pixels, 12 enemies, no boss; (3) “ROBOT FACTORY,” dark purple sky #160f22, purple ground #3d2d4a, lavender accent #d58cff, length about 4600 pixels, 10 regular enemies plus a final boss. Place several raised rectangular platforms across the route (roughly at x=420, 880, 1380, 1900, 2500, and 3000, with varied heights), and render a large final doorway/structure near the right end. Boss: Only level 3 has a WARDEN boss near the end, drawn as a larger magenta/red rectangle roughly 66 by 90 pixels. Give it 500 health, 500 maximum health, a faster approximately 0.65-second firing cycle, about 520-pixel engagement range, 12-damage hostile shots, and 20 contact damage. Defeating it awards 1000 score and creates a large pink particle burst. While alive, show a centered top boss HUD labeled “BOSS: WARDEN” with a red health bar. HUD and overlays: During play, show a top HUD with HEALTH and a green health bar, WEAPON and current weapon name, AMMO in the “current / reserve” format, SCORE, and LEVEL. Show the level name at the lower-left of the canvas. Show a control hint along the bottom: “A/D or ←/→ move · Space jump · J / click shoot · 1-4 or Q/E switch · K grenade · R reload · Shift dash · Esc pause”. On narrow screens, display translucent circular mobile controls at lower right for left, jump, right, and shoot, plus weapon buttons labeled P, AR, SG, and SR. Keep the visual style minimalist, high-contrast, dark sci-fi/action, with cyan UI text and blue-bordered buttons. Pause: Escape should open a centered “Paused” overlay with “Take a breath, then get back in.” and Resume, Restart, and Main Menu buttons. Restart should restart the current level; Main Menu should return to the title screen. Use responsive CSS panels and buttons consistent with the supplied dark navy/cyan visual design.