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Stick Clash

  • 2d
  • action
  • fighting
  • stickman
  • arcade
  • platformer
  • mobile
0
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31 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rishi Mandal 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 Rishi Mandal what you would add next.

Make your own game

Stick Clash was built by Rishi Mandal 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 browser game titled “Stick Clash,” a fast 2D side-view stickman arena fighting game. Use a fixed 900x520 logical canvas scaled to fit the window, with a fixed camera and no scrolling. The visual style is clean, colorful, and minimalist: a dark navy game/UI surround, a soft vertical gradient arena background, translucent circular sky bubbles, faint blocky city silhouettes, and dark navy platforms with a bright mint-green top edge. Draw all characters as simple thick-line stick figures with circular heads, colored bodies/limbs, and small attack-swing lines.

The game starts on a centered menu card over a sunny cyan-to-cream gradient backdrop. Show the title “Stick Clash,” subtitle “Fast 2D stickman arena fighting,” and large PLAY, LEVELS, and SETTINGS buttons. Include the small keyboard hint: “Keyboard: A/D move · W/Space jump · J attack · K special.” LEVELS opens a level-selection card with five numbered arenas; only unlocked levels can be selected, with unlocked buttons gold and locked buttons pale blue/gray. SETTINGS only reports that sound effects are enabled and mobile buttons should be used.

On starting a level, hide the menu and show gameplay. The player is a dark navy stickman at the left side of the arena, with a 100 HP health value. The arena has a floor platform spanning the full width at y=440 and three raised platforms: approximately x=260–405 at y=350, x=500–650 at y=285, and x=705–825 at y=370. Characters can run, jump, fall under gravity, and land on these platforms; clamp the player inside the arena bounds. The player moves horizontally with acceleration, faces the movement direction, and has a subtle idle bob while grounded.

Populate each arena with colored enemy stickmen that automatically pursue the player. Enemies move toward the player, stop close to them, and periodically deal contact/melee damage. Include three regular enemy types with the following visual colors and approximate stats: red Rusher (35 HP, attack 7, speed 34), purple Guard (55 HP, attack 10, speed 24), and teal Striker (42 HP, attack 14, speed 19). Enemies have simple overhead health bars once damaged; the boss always has one. Each enemy attacks when within roughly 52 pixels. The player takes damage with a brief invulnerability flash, knockback, screen shake, and a short hit sound. If HP reaches zero, show a darkened “Game Over” overlay with the text “The arena got the better of you.” and a RESTART button that restarts the current level.

The player’s basic ATTACK is a short-range forward stick swing, active for about 0.32 seconds with an approximately 0.13-second hit window. It hits an enemy within roughly 82 pixels and similar vertical height, dealing 18 damage, knockback, white impact particles, and a hit sound. Add a SPECIAL star ability with a four-second cooldown: pressing it triggers a longer attack window and a burst of golden particles/projectiles around the player’s facing direction, dealing 26 damage in the close attack area. Display attack controls clearly on mobile. Defeated enemies briefly dissolve/pop into a colored burst before disappearing. Award 10 score and 3 coins for a regular enemy, and 500 score and 20 coins for a boss.

The five sequential levels should be named and styled as follows: “Sunny Yard” with a light cyan-to-cream background, 3 regular enemies and a “Brawler” boss with 90 HP; “Canyon Run” with orange-to-coral background, 5 regular enemies and a “Brute” boss with 125 HP; “Night Block” with deep blue-to-purple background, 6 regular enemies and a “Shadow” boss with 160 HP; “Sky Factory” with mint-to-blue background, 7 regular enemies and a “Crusher” boss with 200 HP; and “Final Rooftop” with pink-to-purple background, 8 regular enemies and a “Champion” boss with 260 HP. Place the boss near the right side. Scale non-boss enemy stats slightly upward on later levels. Defeat every enemy to complete the arena. Show a “Level Complete” overlay saying “[arena name] cleared!” with a NEXT LEVEL button; unlock the following level. After completing the final level, return to the main menu.

Keep the HUD visible during play as a top row of dark translucent rounded stat panels with white text: HP and a green-to-yellow health bar, Score with the current score, Coins with the current coin count, and Level with the current level number. Include a dark pause button in the upper-right that toggles between pause and play icons and freezes gameplay. Use simple square particle sparks, light attack sounds, jump sounds, defeat chimes, and damage sounds generated through the browser audio API if available.

Support both keyboard and touch controls. Keyboard: A/Left Arrow and D/Right Arrow move, W/Space jumps, J attacks, and K activates the special. On mobile, put a virtual analog joystick at bottom-left and three bottom-right buttons: ATTACK, a star special button, and a jump button. Make the touch controls translucent dark navy with rounded borders, with the jump button emphasized pink/red, attack blue, and star special distinct. Ensure buttons prevent accidental page scrolling and work with pointer/touch input. Maintain the clean canvas-based 2D presentation and responsive scaling shown in the reference.

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