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Shattered Shibuya

  • 2d
  • fighting
  • arcade
  • cyberpunk
  • anime
  • neon
  • one-round
  • browser
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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. COMFORT O ELLAMS built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Shattered Shibuya was built by COMFORT O ELLAMS 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 Shattered Shibuya 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 Shattered Shibuya

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-view fighting game titled “Shattered Shibuya,” rendered on a responsive full-screen canvas using a fixed 1280×720 logical coordinate system scaled to fit the window while preserving aspect ratio. The match is a one-round duel between the player-controlled fighter Astra and an AI-controlled opponent Kuro, shown in a dark neon/cyberpunk Shibuya-like urban arena. Keep the camera fixed in a side-on view; fighters move horizontally on one ground plane, with jumping and fast-falling but no scrolling or platforms.

Gameplay and rules: Astra starts on the left at approximately x=340 and faces right; Kuro starts on the right at approximately x=940 and faces left. Both fighters have 100 HP and a three-segment energy meter, with each meter segment representing 100 energy and a maximum of 300. The player moves Astra left/right with A and D, jumps with W when grounded, and fast-falls in the air by holding/pressing S. Use J for a light attack, K for a heavy attack, and L for a super attack. Also provide touch controls over the canvas: circular left/right buttons at the bottom-left and J/K/L circular attack buttons at the bottom-right. Make these buttons emulate the same keyboard actions and support pointer press/release.

Use responsive combat timing and collision-based melee: light attacks are quick, deal 8 damage, have short hitstun/knockback, and grant 6 meter to the attacker and 4 to the defender; heavy attacks deal 18 damage, create stronger hitstun and knockback, grant 12 meter to the attacker and 8 to the defender, and produce more dramatic impact effects. Attacks should have brief cooldowns and prevent repeated attacks while already attacking or stunned. A super is available only at 300 meter: consume all meter, briefly freeze the attacker in a super pose, then hit with a powerful 18-damage super impact and temporary defender invulnerability. Astra’s super presentation is labeled “BRAVE GIANT”; Kuro’s is labeled “RIKA UNLEASHED.” Track short combo strings and display a callout such as “HIT,” “2 HIT STRING,” or “CRUSHING IMPACT” when attacks connect. When either HP reaches zero, stop gameplay and display “ASTRA WINS” or “KURO WINS” as the round result.

The AI Kuro should actively pursue Astra: move toward the player when they are more than about 155 pixels away, attack when close, choosing light attacks more often than heavy attacks, and occasionally jump when far away. Kuro should be able to build and use meter; give Kuro a visible purple aura when fully charged. Keep players within horizontal arena bounds around x=100 to x=1180. Use gravity, ground detection, horizontal movement, aerial movement, attack hitboxes, hitstun, knockback, brief hit freeze, screen shake, and white impact flashes to make hits feel cinematic. Emit colorful square particles, bright slash arcs, and sparks/bursts on impact; heavy and super attacks should have larger, brighter effects.

Visual style: draw a stylized minimalist neon anime/cyberpunk scene with no external assets. Use a dark violet-to-black vertical gradient sky, a row of simplified silhouetted buildings in the background with small cyan and purple glowing windows, a purple horizontal skyline/ground separator, and a very dark foreground floor with perspective-like diagonal lines and a glowing purple geometric line across the arena. Astra is a simple luminous fighter silhouette with a pale/light body, peach face, purple hair/markings, and violet accent glow. Kuro is a dark purple/near-black fighter with a peach face, black hair/markings, magenta accent glow, and a purple aura when his meter is full. Represent each fighter with a blocky torso, circular head, angular hair shape, simple line limbs, and glowing outlines. During active attacks, draw a bright curved slash arc around the fighter: violet/purple for normal attacks, thicker/brighter for heavy attacks, and pink/white for supers. Add particles, slash effects, screen shake, brief hit-stop, and a full-screen flash on powerful hits.

HUD requirements: place a top-center title reading “SHATTERED SHIBUYA // CINEMATIC CLASH” in small bold, widely letter-spaced pale lavender text with a glow. At the top-left show “Astra // Rift Vanguard”; at the top-right show “Kuro // Cursed Duelist.” Under each name, show a skewed dark-framed HP bar filled with a pink/red-to-orange gradient and update it continuously. Under each HP bar show three dark outlined meter segments; light them with a purple-to-magenta gradient as energy reaches 100, 200, and 300. Near the bottom center show the controls hint: “A / D move · W jump · S fast-fall · J light · K heavy · L super” inside a subtle dark rounded capsule. Show combat callouts in large bold glowing text above the bottom controls when triggered, fading after a short moment. Keep the overall palette dark navy, black, violet, purple, cyan, magenta, hot pink, and orange, with strong bloom-like canvas shadows and crisp arcade presentation. Make the interface scale cleanly across desktop and mobile screens and prevent page scrolling.

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