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Arcade › Signal Brawl
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mikey Mont built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Signal Brawl yet. Play it, then tell Mikey Mont what you would add next.
Signal Brawl was built by Mikey Mont 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 Signal Brawl 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 playable 3D platform-fighter game titled “Signal Brawl.” Use a fixed side-on arena view with a perspective camera that follows the midpoint between the two fighters and zooms out slightly as they spread apart. The scene should feel like a dark, glitchy neon web-show: deep navy/purple background and fog, floating data-spark particles, cyan and hot-pink emissive accents, translucent hologram/glass geometry, soft shadows, and a floating stage. Build the arena from a wide central solid platform about 13.5 units across, with cyan glowing edge trim. Add two smaller raised one-way platforms on the left and right around height 3, each about 4 units wide with purple neon lips, plus a small top-center one-way platform around height 5.15. Put a translucent holographic back rail behind the stage and a static mech-like “Cache Titan” cameo on a stand toward the rear right as stage decoration. Fighters are original characters, not copyrighted characters: the player is Byte Valkyrie, a smaller fast cyan/blue mech fighter; the CPU is Popup Gremlin, a larger pink alien/monster brawler. Use animated low-poly/CC0-style 3D models when available, with simple capsule/sphere fallback models if models fail to load. Byte Valkyrie starts on the left and Popup Gremlin on the right. Implement a stock-based platform-fighter loop. Each fighter starts with 3 stocks and 0% damage. Damage percentage rises when hit, and higher damage increases knockback strength. Fighters have horizontal movement, gravity, jumping, double-jump capability, attacks, specials, hit-stun, invulnerability after respawn, and can fall through one-way platforms by holding down. Falling beyond the blast zone (roughly x beyond ±13.5 or y below -7.2) removes one stock, resets damage to 0, and respawns that fighter around x=-3.1 for the player or x=3.1 for the CPU at y=4.1 with temporary invulnerability. When one fighter reaches 0 stocks, stop the match and show a rematch overlay announcing the other fighter as winner. The goal/banner text should say “First to knock out all stocks wins.” Controls: keyboard A/D or Left/Right to move; W, Space, or Up to jump; S or Down to fast-fall/drop through one-way platforms; J or Z for a close-range attack; K or X for a special ranged blast. Attacks should be edge-triggered so holding the key does not repeatedly attack. Movement should accelerate strongly on the ground, use friction, allow air control, and cap normal speed around 6.1. A grounded jump should launch with roughly 11.2 vertical speed and an air jump around 9.2, with two jumps refreshed on landing. Close attack has about 0.42 seconds cooldown and hits in front at roughly 1.45 range for 7 damage, with knockback around 6.7 horizontal/4.5 vertical. Special has about 1.55 seconds cooldown and fires a glowing cyan/pink spherical signal pulse forward at about 10.5 speed; it lasts about half a second, grows slightly, and on contact deals about 9 damage with stronger ranged knockback. Also support a simple CPU: Popup Gremlin follows the player horizontally, attacks when within about 1.65 units, occasionally fires its special at mid-range, jumps when below or when the player is substantially above it, and steers away from arena edges. On hit, add brief camera shake, a short dark red/purple screen flash, knockback, and hit animation/stun. Face each fighter toward their movement direction and play idle, run, jump, attack, special, hit, and death animations where available. Show glowing signal-pulse projectiles in the world. Create a non-blocking HUD over the canvas. At the top left, show a rounded translucent dark card labeled “BYTE VALKYRIE,” its large damage percentage, and “Stocks: 3”; at top right, a matching card labeled “POPUP GREMLIN” with its percentage and stocks. Tint percentages white below 50, yellow from 50, orange from 100, and pink/red from 160. Center near the top, show the rounded banner “First to knock out all stocks wins.” Along the bottom on desktop show: “Move: A/D or Arrows · Jump: W/Space · Attack: J/Z · Special: K/X · Drop: S/Down”. At launch, show a full-screen dark radial-gradient start overlay with a centered rounded translucent panel, the large title “Signal Brawl,” descriptive text about an original platform fighter with glitchy web-show energy and launching the rival off the neon stage, and a bright cyan-to-pink gradient “Start Brawl” button. Hide the overlay when clicked. On touch/mobile layouts, display an on-screen left/right/up/down directional pad plus JUMP, HIT, and BLAST buttons, while hiding the desktop help line. Keep the presentation responsive and preserve the neon visual style.