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STICK CLASH

  • 2d
  • platformer
  • action
  • stickman
  • arcade
  • side-scroller
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. 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.

Recreate a browser-playable 2D side-scrolling stickman action platformer titled “STICK CLASH,” with responsive keyboard and touch controls and a landscape-oriented presentation. Use a full-screen canvas with a dark navy/indigo atmosphere and a clean, polished neon arcade UI. The game should open on a centered main-menu card over a very dark blue background: large stacked title “STICK” in white and “CLASH” in gold with a heavy shadow, subtitle “A fast, original stickman action platformer. Fight through ten escalating arenas, collect coins and become the clash champion.”, a pill showing persistent COINS and LEVEL x/10, and large buttons PLAY (gold), LEVELS, UPGRADES, and SETTINGS. Include the small footer text “Touch controls ready · Landscape recommended.”

Core gameplay is a 2D physics-based horizontal platformer viewed from the side. The player is a simple black/dark stick figure with a round head and thick limbs, moving through a long arena from left to right. The camera smoothly follows the player horizontally. Platforms are dark navy blocks with a thin colored top edge and subtle stripe details, suspended over a deep void; falling below the world respawns the player at the start or an activated checkpoint with reduced health. At the far right, show a gold flag and “GOAL.” Non-boss stages are completed by reaching the goal. Boss stages require defeating the boss before the player can cross the goal.

Implement ten sequential levels, initially only level 1 unlocked; clearing a level unlocks the next, with completion persistence. Use these exact level names and approximate themes: 1 DARK CITY (city), 2 FACTORY RUN (factory), 3 GREEN VEIL (forest), 4 THE DEPTHS (underground), 5 ROOFTOP RUSH (roof, boss), 6 BROKEN BLOCKS (destroyed), 7 WAVE BREAKER (forest), 8 IRON DISTRICT (factory), 9 LAST STAND (destroyed), 10 THE WARDEN (arena, boss). Increase platform count, enemy quantity, and difficulty by level. Backgrounds should be layered vertical gradients with distant translucent rectangular silhouettes and sparse tiny light specks; vary colors by theme (city blue, factory brown-purple, forest teal-green, underground purple, roof blue, destroyed muted red, arena magenta-purple). Boss levels have a centered HUD boss health bar labeled “THE WARDEN.”

The player starts with 100 health, with maximum health increased by the health upgrade. Movement uses left/right acceleration, friction, gravity, and automatic platform collision. Jump with ArrowUp/W or a JUMP touch button. Attack with J or an ATTACK touch button: perform a three-step combo when attacks are chained within the combo window, with a short gold swing arc in front of the stick figure; close enemies in front take damage and are knocked back/stunned. Dodge with K or DODGE: briefly dash in the facing direction, gain invulnerability, emit cyan particles, and observe a cooldown. Build an energy meter by landing attacks; when full, press L or SPECIAL to consume it and trigger “CLASH BURST!”, emitting purple particles and damaging nearby enemies. Add brief hit flashes, screen shake, colored square particles, and simple oscillator sound effects for jumps, attacks, hits, coins, dodges, and deaths; provide sound/music/vibration settings even if music is only represented as a toggle.

Populate arenas with stick enemies that visibly differ by color and behavior: basic enemies are pale blue/white; fast enemies move quicker; heavy enemies are orange and move slowly but deal more contact damage; ranged enemies are cyan and periodically fire small orange projectiles across the arena; elite enemies are purple and tougher; bosses are large red/pink stick figures with much higher health, stronger attacks, occasional charging movement, and a prominent boss bar. Enemies pursue the player, stop near attack range, attack on cooldown, and can be hit, stunned, knocked back, and killed. Kills create particles and award persistent coins (ordinary enemies award 8 coins, bosses award 90). Place floating gold coins throughout each course; collecting one increments persistent coins, plays a sound, and creates gold particles. Include checkpoints beginning in later levels, with a visible toast such as “CHECKPOINT ACTIVE,” and respawn messaging such as “CHECKPOINT RESPAWN.”

HUD during play: top-left brand “STICK CLASH,” a red-to-gold health bar, and a cyan-to-purple energy bar; centered level number/name and objective text (“Reach the goal” or “Defeat the boss”); top-right coin pill and pause button. On touch devices, show large circular bottom controls: LEFT and RIGHT on the lower left, and JUMP, ATTACK, DODGE, SPECIAL on the lower right. Keyboard mappings should also support arrow keys/A-D for movement, W/Up/Space for jump, J for attack, K for dodge, and L for special. Pause opens a dark overlay with RESUME, RESTART, SETTINGS, and MAIN MENU.

Include persistent menus matching the same rounded navy panel style: LEVELS shows a 5-column grid of ten numbered cards, locked cards dimmed, completed cards marked with a check and green tint, plus BACK. UPGRADES lets the player spend coins on four repeatable upgrades: MAX HEALTH (“Tougher warrior”), ATTACK POWER (“Stronger combo hits”), MOVE SPEED (“Faster running”), and DODGE COOLDOWN (“More frequent dodges”), with costs starting at 80 coins and increasing by 70 per upgrade level. SETTINGS provides toggles for SOUND EFFECTS, MUSIC, VIBRATION, and a cycling GRAPHICS quality value HIGH/MEDIUM/LOW. Preserve coins, unlocked levels, completed levels, upgrades, settings, and best data in local storage.

When the player dies, show a centered overlay titled “YOU DIED” with “The clash isn't over yet.” and RETRY, LEVEL SELECT, and MAIN MENU. On victory, show “LEVEL COMPLETE!”, the level name, collected coin count, enemy count, completion time, a star rating based on kills, and NEXT LEVEL, RETRY, and LEVEL SELECT buttons. Keep the visual style crisp and minimalist: no illustrated assets required, just thick stick figures, geometric canvas shapes, gradients, rounded UI cards, gold accents, cyan energy effects, red danger effects, and subtle shadows. Ensure the result is an actual interactive game rather than a static mockup.

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