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Arcade › Snack Brawl
If you’d fighting game that is insanely fun.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. David Nuffer built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Snack Brawl yet. Play it, then tell David Nuffer what you would add next.
Snack Brawl was built by David Nuffer 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 Snack 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.
Recreate a playable browser game titled “Snack Brawl,” a chunky pixel-art 2D food fighting game. Use a low-resolution logical canvas of about 320×180 that scales crisply/pixelated to fill the browser, with no smoothing. The setting is a small snack arena: a dark plum/purple background with horizontal stripe accents, a raised central purple platform with a pale yellow top edge, a brown tiled floor, a burger/FOOD sign on the left, a tall teal-and-white POP soda tower on the right, a tiny colorful food-shaped crowd along the back, and a framed “YOUR ART” picture on the arena wall. Keep the camera fixed side-on; both fighters are visible in the same arena. Start on a prominent “CHOOSE YOUR FOOD” selection overlay. Explain that healthy foods battle junk foods, then show six selectable food fighters in two groups: Healthy Team—Apple Champ (fast), Broccoli Bruiser (strong), Carrot Kicker (high jump); Junk Food Team—Pizza Hero (balanced), Taco Tornado (tricky), Donut Crusher (heavy). Each card has a large food emoji/icon, name, team and stat. After choosing, randomly select an opponent from the opposing team and begin the round. The player is a small animated pixel food character on the left and the CPU opponent is on the right, with simple black pixel faces, short dark legs, colored arms, idle bobbing, attack poses, particles, hit flashes, floating damage text, and brief screen shake/hit-stop on impact. Draw distinct chunky sprites for pizza, taco, apple, broccoli, carrot, and donut using blocky rectangles and bright food colors. The core goal is to reduce the opponent’s health to zero. Give both fighters a 100 health bar. The top HUD has a yellow-bordered dark panel at upper left showing the player icon/name and a red-to-orange health bar, a centered “⏱ 90” timer, a matching CPU panel at upper right, and a lava status badge below the timer. The CPU panel displays CPU name/icon and heart symbols for its remaining lives. Centered large pale-yellow pixel-styled status text announces matchup, FIGHT, attack/special readiness, lava warnings, life loss, and results. Use heavy dark shadows and a palette of plum, near-black, pale yellow, orange, red, teal, pink, and purple. Keyboard controls: A/D or Left/Right move horizontally; W, Space, or Up jumps; J punches; K kicks; L performs the ketchup special; M activates the mustard shield. Also provide touch-friendly mobile buttons along the bottom: left, right, jump, P for punch, K for kick, a star button for special, and M for shield. Show a compact help line stating these controls. Buttons are purple with pale-yellow borders and chunky pressed states. Movement should have horizontal acceleration/friction, gravity, jumping, arena edge limits, and collision with the raised middle platform so fighters can jump onto it and fall off its sides. Fighters automatically face the opponent. Punch is a short quick attack (roughly 8 damage), kick is a slower longer attack (roughly 12 damage), and the ketchup special is a long-range attack (roughly 16 damage) that shoots a vivid red/orange horizontal ketchup beam across the arena in the direction faced, with a cooldown and a ketchup cannon pose. Attacks have startup/active/recovery timing, can hit only once per attack, knock the target back/up, briefly stun/hurt them, and show particles plus floating damage. The mustard shield lasts briefly, visibly surrounds the fighter in translucent yellow with an “M,” blocks incoming hits and lava, and has a longer recharge cooldown. A small star above the player indicates the special is ready. Make the CPU moderately smart but beatable: it approaches or zones based on distance, attacks at close range, uses the long-range special at medium range, sometimes baits/backdashes or jumps away from incoming attacks, and can punish a vulnerable or whiffing player. Do not make it overwhelming. The CPU has three lives. When its health reaches zero before the final life, briefly freeze the action, subtract one heart, respawn it, restore its health, reposition both fighters safely, heal the player to full, and give the player a short temporary shield. Announce the CPU lives remaining and “YOU HEALED!” clearly. When the final CPU life is defeated, display a darkened game-over state with a large winner message and a “CHOOSE AGAIN”/fight-again button that returns to food selection. The round lasts 90 seconds. If time expires, compare the visible health percentages and award the win to the fighter with more health, displaying a crown result such as “TIME UP! [NAME] WINS 👑”; show “TIME UP! DRAW!” if tied. Every 30 seconds, give a short warning and then turn the floor into lava for 6 seconds. Display a countdown/status such as “LAVA IN 5” and then “🔥 FLOOR IS LAVA”; change the floor to red with animated orange/yellow flames. A fighter standing on the floor during lava is knocked out immediately unless protected by mustard shield, while the raised middle platform is safe. If the player falls in, announce the player fell in lava and the CPU wins; if the CPU falls in, process it as a life loss/knockout. Include a “MAKE PIXEL PICTURE” button during the fight. It opens a high-layer modal pixel editor titled “Draw a 16×16 Food Pixel Pic,” with a 16×16 clickable/drag-paint grid, a palette containing transparent/erase plus black, white, pale yellow, yellow-orange, red, pink, teal/green, purple and brown swatches, and buttons “PUT IN ARENA,” “CLEAR,” and “CLOSE.” Open the editor with a small starter pizza-face drawing already present. Saving places the edited 16×16 image into the framed YOUR ART wall picture in the arena, announces “PIXEL PIC SAVED!” with a particle burst, and closes the modal. Ensure the selection overlay and pixel editor remain above the gameplay/mobile controls. Use crisp pixel typography or bold monospace-like text, rectangular borders, no rounded modern UI, and strong 1–4 pixel shadows. Keep the game self-contained in index.html/game.js with no build step. Expose debug state methods equivalent to window.getGameState() and window.setGameState(patch), including fighters, health, timer, lava state, phase, selected foods, platform and pixel-art data.