Arcade › Skyforge Clash
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 Skyforge Clash yet. Play it, then tell kellen.lenzt0 what you would add next.
Skyforge Clash 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 Skyforge Clash 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 dark neon local 2D platform-fighting game titled “Skyforge Clash.” Use a fixed 1280x720 logical canvas scaled responsively to the browser, with a deep navy background and a HUD layered over the playfield. The presentation should feel like a polished arcade fighter: rounded translucent navy panels, thin blue borders, cyan/pink player accents, luminous projectiles and particles, bold system typography, and gradient buttons. Start on a full-screen character-select menu. Center a large bordered glass-like card with the eyebrow “LOCAL PLATFORM FIGHTER,” the title “SKYFORGE CLASH,” and copy explaining that players choose fighters and battle across stages. Provide tabs for “Choose Player 1” and “Choose Player 2,” a responsive grid of 20 selectable fighter cards, a bright gradient “Start fight” button, and a dark “Randomize both” button. Each card has a glowing colored orb, fighter name, weapon/special name, and a small icon. Highlight Player 1’s selection with a cyan outline and Player 2’s with a pink outline. Default selections are Vanta for Player 1 and Rook for Player 2. The 20 visible roster entries are: Vanta / Pulse Blade / cyan / dash; Rook / Chain Hammer / pink / quake; Mira / Sun Bow / yellow / rain; Brakk / Meteor Fists / coral / meteor; Nyx / Void Scythe / violet / rift; Pip / Spark Wand / green / spark; Kora / Boomerang / orange / orbit; Atlas / Gravity Axe / pale blue / gravity; Sable / Twin Daggers / white / blink; Juno / Ice Lance / icy cyan / freeze; Omen / Cannon Gauntlet / red / bomb; Luma / Star Staff / light pink / stars; Fenn / Razor Disc / lime / disc; Taro / Bamboo Spear / muted green / vine; Zeri / Plasma Claws / blue / plasma; Mako / Anchor Flail / slate blue / anchor; Echo / Sonic Mic / pale yellow / sonic; Vex / Poison Needles / pale green / poison; Cinder / Ember Bat / orange-yellow / ember; Sol / Photon Shield / pale yellow / flare. After starting, hide the menu and show a side-view 2D platform arena. The initial stage is “Stage 1 · Ruins,” with a muted blue-purple ruin palette. Include a wide ground platform from approximately x=80 to 1200 near the bottom, two raised side platforms around y=475, and a central higher platform around y=350. Platforms are rectangular metallic/stone slabs with dark shadows, blue gradients, and a thin glowing aqua top edge. The background uses a large uppercase translucent stage-name watermark, a soft vertical lighting gradient, and sparse floating circular atmospheric shapes. Support the available themed stage palettes/names: Ruins, Sky Garden, Clockwork, Volcanic Shelf, Frostline, Neon Grid, Mushroom Grove, Ship Deck, Temple Steps, Cloud Factory, Crystal Cavern, Junkyard, Sunken Lab, Thornway, and Aurora Ring. Add the corresponding simple visible background accents where applicable: lava glow on Volcanic Shelf, icy band on Frostline, vertical pink laser on Neon Grid, gear/scrap circles on Clockwork or Junkyard, and lava bubbles on Volcanic Shelf. Keep the actual combat layout platform-based and readable. Place two compact player HUD cards at the top corners. Player 1’s cyan card is left aligned and Player 2’s pink card is right aligned. Each shows the control hint, selected fighter and weapon, a horizontal health bar, and “Stock 3 · Shield 100%.” Center a large countdown timer starting at 90 and a small uppercase stage label. Show centered temporary combat messages such as “FIGHT!”, “P1 STOCK LOST,” fighter special announcements, and “P1 WINS”/“P2 WINS.” At the bottom, show a small help panel reading: “Attack · F / N | Damaging jump · G / M | Special · H / , | Shield · Q / O | R to restart.” Also include mobile/touch controls: four dark rounded buttons for each player (left, right, jump, attack) at the lower left and lower right. Implement two simple rounded humanoid combatants, about 38px wide and 52px tall, each rendered as a solid fighter-colored rounded rectangle with two dark eye marks, a pale highlight stripe, a shadow ellipse, a name label above, and a glowing weapon matching their selected weapon type. Player 1 starts near x=300 and faces right; Player 2 starts near x=946 and faces left. Draw approximate weapon silhouettes: blades/staff-like weapons, hammers/axes/bats/flails, bows/lances/spears, daggers/claws/needles, orbs and other simple glowing weapon shapes. A shielding fighter gets a translucent pale-blue circular ring around them. Invulnerable fighters blink/fade. Use these keyboard controls simultaneously for two local players. Player 1: A/D move, W jump, F basic attack, G damaging air attack, H special, Q shield. Player 2: Arrow Left/Right move, Arrow Up jump, N basic attack, M damaging air attack, comma special, O shield. Prevent browser scrolling from arrow keys. Let touch buttons emulate the basic movement/jump/attack keys. Press R to restart the current fight. Core combat: both players have 100 health, 3 stocks, and a shield meter starting at 100. Gravity pulls fighters down, horizontal acceleration and friction limit movement, and fighters can land on any platform from above. Clamp them within the arena horizontally; falling below the stage loses a stock. A normal attack has a short cooldown, creates a brief weapon flash, emits colored particles, and deals 10 damage to the opponent if they are nearby. The damaging air move has a cooldown, launches the player upward, emits particles, and deals 14 damage to a nearby opponent. Damage pushes the target backward and slightly upward, briefly stuns and grants short invulnerability. Holding shield sets shielding while shield energy remains above 5. Shielding drains about 8 energy per second while held and otherwise regenerates about 18 per second, capped at 100. Shielded hits reduce shield by roughly 1.1 times the incoming damage, create pale-blue particles, and push the defender slightly; when the shield breaks, briefly stun them. Unshielded damage reduces health. When health reaches zero, remove one stock, reset health and shield, respawn the fighter at their starting side with temporary invulnerability, and display a stock-lost message. When a fighter has no stocks left, end the match and announce the other player as winner. Also end when the 90-second timer reaches zero, awarding the player with higher remaining health (or Player 2 if not higher). Every fighter has a special on a roughly 3.8-second cooldown and an on-screen announcement using the fighter name and special type. Implement the visible behavior categories used by the roster: dash/blink specials propel the fighter strongly in their facing direction and grant brief invulnerability; quake/anchor/gravity create an expanding circular ground shock hazard; rain/stars/spores/thorns release five colored falling projectiles from across the upper area; meteor/bomb/ember launch a larger glowing arcing projectile with gravity; all other special types launch a forward glowing projectile. Projectiles disappear on expiry or arena contact with an opponent, deal their configured damage (typically 8, 12, or 18), and burst into particles on impact. Ground shock hazards expand rapidly for about one second and damage grounded opponents in their radius. Add small glowing particle bursts for attacks, jumps, shield blocks, hits, specials, and knockouts. Include lightweight synthesized sound effects through the Web Audio API for menu selections, fight start, jumps, attacks, hits, shield blocks, specials, knockouts, and menu/touch interaction. The game should be playable immediately from the menu, retain the clean single-screen responsive layout, and preserve the strong cyan-versus-pink visual identity. Do not add unshown systems such as AI opponents, online multiplayer, character progression, inventory, or complex stage geometry.