Arcade › Skybound Showdown
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kellen.lenzt0 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skybound Showdown yet. Play it, then tell kellen.lenzt0 what you would add next.
Skybound Showdown was built by kellen.lenzt0 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 Skybound Showdown 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 fullscreen responsive 2D canvas game titled “Skybound Showdown,” an original local 2-player platform fighter with a polished dark neon arcade presentation. Use a single-screen side-view arena with no camera scrolling: the whole viewport is the battlefield. Draw a deep navy/colored sky background with a subtle vertical gradient, small glowing star/dot specks, and faint horizontal atmospheric bars. Use rounded rectangular UI panels with translucent near-black navy fills, thin low-opacity borders, bold system typography, and bright blue/orange accent colors. Flow and screens: 1. Title screen: centered large two-line title “SKYBOUND” in pale icy blue and “SHOWDOWN” in warm orange, subtitle “An original 2-player platform fighter,” a prominent rounded blue button reading “PRESS ENTER TO PLAY,” plus instructional text “Choose fighters, pick a stage, launch specials” and “P1 WASD + F/G P2 ARROWS + K/L.” Press Enter/Space or click/tap to continue. 2. Character select: title “CHARACTER SELECT,” three horizontally arranged selectable cards, and footer “P1 / P2 select with A-D or arrows · Enter confirms.” Player 1 cycles with A/D and Player 2 cycles with Left/Right; Enter advances. Cards should show a stylized color-coded fighter icon, name, and description. The fighters are exactly: - Volt: cyan/light-blue body with blue accent, angular bolt silhouette, “Fast air dash + lightning burst,” speed 7.5, jump 16, weight 1, special is a forward dash plus a fast horizontal glowing lightning projectile. - Ember: orange/red flame silhouette and accent, “Quick fireball + rising flame,” speed 6.8, jump 15, weight 1.1, special launches an orange fireball and boosts the fighter upward. - Moss: green leafy/armored rounded silhouette, “Armored vine shockwave,” speed 6.1, jump 14, weight 1.35, special emits a close-range green shockwave. 3. Stage select: title “STAGE SELECT,” three horizontally arranged stage-preview cards with names/descriptions, navigated with A/D and Left/Right, Enter starts the match. Stages are exactly: - Skyline: navy sky, blue floor, pale cyan platforms, “Wide rooftop with moving lifts.” Layout: one wide lower central rooftop, one horizontally moving mid platform, and one vertically moving upper-right/mid platform. - Ember Rift: dark burgundy sky, terracotta floor, peach/orange platforms, “Lava gaps and moving ledges.” Layout: separated lower-left and lower-right islands, a horizontally moving central platform, and two vertically moving upper ledges. - Moon Garden: dark teal sky, green floor, pale lime platforms, “Three islands and moonlight.” Layout: left and right lower islands moving vertically, a central horizontally moving island, and a smaller upper horizontally moving platform. Match rules and controls: - Start two fighters with three stocks each, P1 near 34% screen width and P2 near 66%, falling into the stage. Gravity is strong and movement is responsive with horizontal acceleration/friction. P1 uses A/D to move, W to jump, F for a short forward melee attack, and G for the selected special. P2 uses Left/Right, Up, K melee, and L special. Jump only while grounded; fighters can land on the tops of solid platforms. Moving platforms carry grounded fighters along with their movement. - Each fighter is a compact approximately 38x58-pixel cartoon creature with colored body, contrasting accent band/limbs, a white eye with dark pupil, and a small shadow beneath. Face the direction of horizontal movement. Give each fighter a distinctive silhouette: Volt angular/bolt-shaped, Ember flame-shaped, Moss rounded armored/leaf-shaped. - Melee is a short-range directional hit (about 64 pixels and limited vertical range) that only strikes an opponent in front of the attacker. It deals 8 damage and knockback. Specials have a roughly 2.2-second cooldown. Volt’s special also instantly dashes forward and fires a bright cyan orb/bolt; Ember’s orange fireball has an upward arc/boost effect; Moss’s green shockwave is close-range and stronger. Show attacks and specials with glowing colored particles, bursts, and impact flashes. - Damage is displayed as a percentage in each player HUD panel and increases knockback. At over 170% damage, the fighter loses one stock, disappears/respawns after about 1.2 seconds, resets damage, and returns near the upper portion of the screen with brief invulnerability and a particle burst. When a player reaches zero stocks, end the match and declare the other fighter’s character name as winner. Fighters can be knocked outside the screen bounds before losing a stock. Include hit stun, knockback, temporary invulnerability flashing, and bright particle bursts on jumps, hits, respawns, and attacks. In-match rendering and HUD: - Draw the selected stage’s platforms as rounded rectangles with dark offset shadows, a light highlight strip, and a small indicator above moving platforms. Use the stage-specific sky/floor/platform palette; the game is a floating platform arena rather than a detailed illustrated environment. - At top-left and top-right, show translucent dark rounded HUD boxes labeled P1/P2 plus character name, current damage percentage, and three small stock circles. Filled stock circles are gold/yellow and lost stocks are muted dark blue-gray. Center the current stage name at the top. - Projectiles are glowing circular colored shots with a soft shadow/glow. Particles are small colored square sparks. Add a brief translucent screen flash on successful hits. - On game over, leave the arena visible beneath a dark overlay and show large centered “[CHARACTER NAME] WINS” and “Press Enter or tap to rematch.” Enter, Space, click, or tap restarts the match with current selections. Make it playable with keyboard and mouse/touch. Include a fixed bottom hint on desktop reading “P1: WASD + F/G · P2: Arrow keys + K/L.” On coarse/touch devices show two bottom control clusters: left side buttons for P1 left/right/jump/attack and right side buttons for P2 left/right/jump/attack. Touch controls need not include special buttons if matching the reference implementation. Keep the overall style clean, high-contrast, compact, and responsive to portrait mobile screens, matching the attached title-screen composition: dark navy rounded central panel, pale blue/orange serif-like bold title treatment, and a vivid blue rounded play button.