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Arcade › Skyline Clash
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Skyline Clash was built by Frank Steder 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 Skyline 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.
Recreate “Skyline Clash” as a browser-based stylized 2D arena fighting game with a full-screen HTML canvas and responsive glassmorphism UI overlay. The game is viewed side-on in a single flat arena: two glowing humanoid stick/energy fighters stand on a horizontal floor, move left/right, jump with gravity, face one another, attack at close range, block, and fight through timed rounds. Use a neon cyberpunk skyline presentation: a vertical gradient night sky, a large colored radial sun/glow, several layered silhouettes of futuristic rectangular buildings with small colored lights, and a dark perspective-lined arena floor. Rotate among four stage color palettes (blue/cyan, magenta/orange, green/mint, pale violet/blue). Fighters are abstract but readable glowing line-art figures with circular dark heads outlined in their character accent color, luminous limbs/body, colored aura, attack arcs, hit flashes, afterimages, screen shake, white flash, and colored impact particles. Do not use external character art; draw the fighters procedurally on canvas. Build an initial menu screen over the animated skyline background. It should have the title “Skyline Clash,” the eyebrow “STYLIZED AAA-STYLE ARENA FIGHTER,” and the tagline describing 6 fighters, 8 modes, smart CPU behavior, local 2-player, tower ladder, and mobile controls. Include a controls help panel: Player 1 uses A/D to move, W to jump, J/K/L for light/heavy/special attacks and U to block; Player 2 uses Left/Right, Up, N/M/Comma and Right Shift. On mobile, show on-screen touch controls. Provide selectable mode cards for exactly these modes: Versus AI (classic one-match CPU duel), Arcade Ladder (3-match rising CPU run), Survival (endless streak), Training (infinite timer sparring with low-pressure dummy), Two Player (local same-device versus), Challenge Tower (6-fight ladder with special rules), CPU Showcase (AI versus AI), and Chaos Clash (random modifiers during battle). Provide four CPU difficulty buttons: Rookie, Pro, Master, Nightmare. Provide two selectable rosters, one for Player 1 and one for opponent/Player 2, showing name, title/description, and simple stats. Start Fight opens the selected mode; results provide Rematch and Back To Menu. Implement exactly six selectable fighters with distinct palette and gameplay archetypes/stats: - Sola Vex, “Solar Striker”: rushdown and blazing dash special; solar style; colors gold, pink/red, pale yellow; speed 1.08, jump 1.02, power 1.0, defense .98, reach 1.0. - Nyx Byte, “Glitch Phantom”: fast mixups, ghost steps, teleport special; glitch style; cyan, violet, pale cyan; speed 1.15, jump 1.12, power .92, defense .90, reach .96. - Atlas Kane, “Titan Guard”: slow tank with high defense/power and guard-break special; titan style; light blue, blue, white; speed .90, jump .90, power 1.18, defense 1.16, reach 1.06. - Vega Rune, “Sky Monk”: air-control and anti-air uppercut special; monk style; mint green/dark green/pale mint; speed 1.0, jump 1.18, power .97, defense .96, reach .98. - Kaiser Drift, “Railgun Duelist”: long-range zoner with plasma projectile special; duelist style; violet, indigo, pale pink; speed .95, jump .98, power 1.02, defense .94, reach 1.16. - Mira Thorn, “Rose Empress”: balanced control fighter with burst special; empress style; pink, red-pink, pale pink; speed 1.04, jump 1.0, power 1.04, defense 1.0, reach 1.06. Combat is best-of-three rounds in standard modes, with a 99-second round timer; Training has an infinite timer and resets health/energy after a round. Each fighter has health 100, energy beginning at 25, guard 100, round-win counters, stun/hurt states, and KO state. The HUD must show both fighter names, mirrored health bars, energy bars, a central mode badge, timer (or infinity in Training), announcement text, and two round-win gems per side. Use readable neon gradients: player health/energy cyan-to-violet and opponent health/energy warm orange/pink. Display contextual subtext such as controls, Survival streak, Chaos modifier, or Tower rule. Attacks: light costs no energy and has short startup/active/recovery, about 6 base damage, moderate reach, knockback/lift, and builds energy; heavy is slower, about 10 base damage, longer reach and stronger knockback/lift; special costs 35 energy, is slower and more powerful, and does not build energy directly. Specials must behave according to character: Sola lunges/dashes forward, Nyx teleports forward before striking, Atlas inflicts a strong guard break, Vega launches an uppercut and jumps upward when grounded, Kaiser fires a moving plasma projectile, and Mira performs a short-range burst. Close attacks should only connect when the opponent is in front, within reach, and at a similar height; projectiles travel horizontally and damage the opponent on contact. Blocking only works while grounded and facing the attacker. A blocked normal attack deals reduced health damage and drains guard; Atlas’s guard-break special drains much more guard and causes a longer stun. When guard reaches zero, show “Guard Break,” stun briefly, disable blocking, and restore some guard. Successful hits cause knockback, launch/lift, brief stun, hit stop, impact sound/beep, camera shake, flash, particles, and combo callouts such as “3 Hit Combo” or “Counter.” Award energy on attacks/hits. Prevent overlapping fighters by gently pushing them apart at close distance. Render moving afterimages behind fighters, colored attack sweep arcs, a glowing aura that intensifies when energy is available, block shield arcs, and hit flashes. CPU behavior must be real and mode-sensitive, not decorative. Implement four difficulty profiles: Rookie has slower reaction, low aggression/block/combo/punish and more mistakes; Pro is intermediate; Master reacts quickly and blocks/combos/punishes often; Nightmare is fastest, highly aggressive, highly defensive, and rarely makes mistakes. AI should approach when far away, sometimes zone, use Kaiser’s projectile at range, block or jump when the player attacks nearby, and choose light/heavy/special based on distance, personality, energy, and difficulty. CPU Showcase controls both fighters with AI. Training uses a Rookie dummy. Two Player disables opponent AI and exposes both keyboard mappings and both sets of touch controls. Mode rules: Versus AI and Chaos are one selected matchup; Arcade builds a randomized queue of three opponents excluding Player 1; Survival continuously adds a random opponent after each Player 1 match win and tracks a streak; Challenge Tower has six fights and displays floor rules: standard opening, enemy starts with high meter, both jump higher, reduced guard/longer heavy stun behavior, faster AI reactions, and a final Nightmare duel with full/supplemental meter; CPU Showcase is a single AI exhibition; Chaos Clash starts with “Modifier incoming” and periodically applies one random modifier from Healing Pulse (both regain 10 health), Low Gravity (both receive an upward impulse), Hyper Meter (both gain 30 energy), or Flash Storm (large white particle flash). Between rounds reset fighter positions and transient states while preserving round wins; after two round wins show a results report with Victory/Defeat (or Showcase Complete), score summary, survival wins or tower progress when relevant. Make it responsive for desktop and mobile. Keep the canvas full-screen; overlay menu/HUD/results with dark translucent blue-purple panels, thin white borders, backdrop blur, rounded corners, uppercase Orbitron-like headings, muted blue-gray body text, gold section labels, cyan/violet hover/active states, and mobile layouts that stack columns. During battles show Player 1 touch controls at the bottom: left, jump, right, LP, HP, SP, GUARD. In Two Player mode show a second touch control strip at the top with left/jump/right, N/M/SP, and GUARD. Support pointer/touch press-and-release and keyboard keydown/keyup controls. Include lightweight procedural beeps and impact audio if available, but the game must remain playable if audio is blocked.