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Stick Clash

  • 2d
  • fighting
  • arcade
  • stickman
  • side-view
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. lamarcusjrwatson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stick Clash yet. Play it, then tell lamarcusjrwatson what you would add next.

Make your own game

Stick Clash was built by lamarcusjrwatson 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 Stick 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.

Read the build brief for Stick Clash

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 single-screen 2D side-view stickman fighting game titled “Stick Clash,” rendered on a full-window HTML canvas. The player controls the left fighter and battles one CPU opponent on the right. Use a clean flat cartoon style: pale blue-to-white sky gradient, soft white clouds, green grass/arena floor with a dark horizontal boundary line and subtle diagonal ground markings. Fighters are simple thick-line stick figures with circular heads, straight torsos, articulated arms and legs, facing each other. Give the player a selectable appearance: Shadow is black with orange accent, Crimson is red with pale yellow accent, and Bolt is blue with pale cyan accent; the CPU is black with a red accent. Show a small facing eye and a name label above each fighter. Draw readable attack poses: punch extends an arm, kick extends a leg, special extends both arms and displays a colored sweeping arc; blocking raises both arms and shows a blue guard bar. Fighters can walk, jump with gravity, block while grounded, attack, be stunned, and receive knockback. Keep fighters inside the horizontal arena bounds.

The match is best of 3: first side to win 2 rounds wins. Each round starts with a brief ROUND countdown and then FIGHT!, lasts up to 60 seconds, and ends when one health bar reaches zero or, at time expiry, the fighter with more health wins; equal health is a draw. Between rounds show the round result, then reset fighters and begin the next round. At match end show MATCH WON! or MATCH LOST! and “Press R to restart.” Allow R to restart the entire match.

Player keyboard controls: A/D or Left/Right arrows move horizontally, W/Up/Space jumps, S/Down blocks, J performs a quick light punch, K performs a slower stronger heavy kick, and L performs a special attack. Punch range is about 88 pixels and deals 8 damage, kick range about 118 and deals 14, and special range about 165 and deals 22 with strong knockback; special has a 4.2 second cooldown. Attacks have wind-up, active, and recovery timing and can hit only in front of the fighter and within vertical range. Blocking while facing the attacker and grounded greatly reduces damage and knockback. Add visible feedback for hits: brief hit sparks/particles, floating damage text such as -8, -14, or -22, BLOCK text for guarded hits, brief hurt coloring, screen shake, and an orange full-screen flash for an unblocked special.

The CPU should autonomously advance toward the player, face the player, attack when in range, sometimes block when the player is attacking nearby, and retreat or occasionally jump when low on health. It should choose punch or kick at close range and approach at longer range. Both fighters should have health, stun, grounded/jump physics, attack state, blocking, knockback, and cooldown state.

HUD: place a white-backed green player health bar at top left labeled YOU and showing percentage, and a white-backed red CPU health bar at top right labeled CPU and showing percentage. Center the remaining round timer as a large two-digit number, with “ROUND N · BEST OF 3” beneath it. Show two round-win pips for each side below the round label, filling player pips green and CPU pips red. Under the player bar show an orange SPECIAL READY pill, or a partially filling cooldown bar labeled SPECIAL X.Xs while unavailable. During countdowns, round transitions, and match end, show a translucent white centered message panel with large dark or win/loss-colored text.

Include a start overlay covering the arena with a dark translucent gradient and a centered white rounded panel titled Stick Clash, subtitle “Pick your fighter, then win 2 rounds.”, three character buttons Shadow, Crimson, and Bolt, and a prominent orange START FIGHT button. On coarse-pointer/mobile screens, provide touch controls: left/right movement, JUMP, BLOCK, PUNCH, KICK, SPECIAL, and CHAR to return to the character/start screen. On desktop show a small keyboard help line near the upper-left area. Make the interface responsive to viewport size, use rounded HUD panels and bold Arial-like typography, and keep the entire game playable without scrolling.

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