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Arcade › Steel City Showdown
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rinesh Bhil built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Steel City Showdown yet. Play it, then tell Rinesh Bhil what you would add next.
Steel City Showdown was built by Rinesh Bhil 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 Steel City 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 responsive 2D side-view arcade tank duel called “Steel City Showdown,” using a full-screen HTML canvas with an overlaid HUD. The camera is fixed and centered on a horizontal city street: a hazy blue-gray sky fades toward pale tan near the horizon, a large translucent cream sun/moon sits in the upper-right, and a layered gray skyline of rectangular buildings with small window blocks fills the background. The lower quarter is a dark charcoal road with a narrow brown curb/ground strip and sparse light lane dashes. At the top HUD, show two opposing fighters and health bars: on the left, “COMMANDER NOVA” with a trophy icon and rank 1; on the right, right-aligned “IRON JACKAL” with a trophy icon and rank 2. Each has a dark outlined rounded health frame containing a red gradient fill initially at 100%. In the middle, show a dark blue-gray panel with a gold border reading “FIGHT 1/11.” At the bottom, show “WINS: 0 — WIN 5 FIGHTS TO GET INSTANT PROMOTION,” with the number highlighted yellow. Also provide four circular tank paint swatches near the lower-left/road area: cyan (selected with a white outline), orange-red, purple, and yellow. The player controls a small stylized cartoon tank on the left, initially around 18% of the screen width, constrained to the left side between 8% and 45%. The enemy tank is on the right, initially around 82% width, constrained between 55% and 92%, and colored red. Each tank has a rounded rectangular body with a dark outline, two dark circular wheels, a raised rounded turret, and a long dark cannon angled toward the opponent. The player tank body uses the currently selected swatch color. The turrets subtly oscillate while active. Use bold flat vector-like shapes, heavy dark outlines, warm highlights, and a playful combat-game palette. Before a bout starts, center a large glowing yellow “READY” message around the middle of the playfield and place a prominent red rounded “START BOUT” button below it. Clicking/tapping the button (or pressing Enter before the game begins) starts the bout and hides the start button/message. The same button is reused after a bout for “NEXT FIGHT” when the player wins before fight 11, or “REMATCH” after a loss/at the final fight. The fight counter advances after a player victory, up to FIGHT 11/11. On victory show “ENEMY DOWN!”; if the player has won at least five fights, show “PROMOTION EARNED!” instead. On defeat show “TANK DESTROYED.” Keep the result text glowing and centered. Core gameplay: the player moves horizontally with left/right arrow keys or A/D, and with on-screen ◀ and ▶ buttons that work as press-and-hold touch controls. The player can fire with Space or F, or by holding/tapping the large lower-right button labeled with a white flag icon and “FIRE.” Give the player a 0.7-second firing cooldown. A shot spawns at the cannon, travels toward the opponent as a bright shell with a yellow/orange trail and arcing ballistic motion: high initial upward velocity, gravity, and horizontal travel. Enemy shots use a reddish trail. Shots can hit a tank within a generous circular radius, create a burst of orange particles, briefly shake the screen, and disappear on impact or when reaching the ground. Player damage is 18 + 1.5 × current fight number; enemy damage is 10 + 1.2 × current fight number. Both tanks start every fight at 100 HP. The enemy automatically fires at irregular intervals of roughly 1.4–2.7 seconds and gently moves toward/away from the player to maintain distance; it must remain on the right side. The player’s health and enemy health bars update continuously and clamp at zero. When either reaches zero, stop gameplay, increment wins only on a player victory, and display the appropriate result state. Use responsive sizing based on viewport dimensions so the scene and tanks work on desktop and portrait mobile screens. Scale world/tank dimensions using a factor based on roughly 1100×700 design space. Put the HUD above the canvas with touch-action disabled and prevent page scrolling. Style controls as dark blue-gray buttons with cream borders and a pressed state; style the fire button larger, burgundy, and orange-bordered. Use bold uppercase Arial-like typography, white text with dark drop shadows, gold borders/highlights, and rounded corners throughout. Add small muzzle particles, impact explosions, shell trails, and screen shake for feedback. Do not add weapons, enemies, stages, powerups, or mechanics beyond this single tank-versus-tank fight progression.