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Arcade › Stick Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jayce Flournoy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stick Clash yet. Play it, then tell Jayce Flournoy what you would add next.
Stick Clash was built by Jayce Flournoy 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.
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 “Stick Clash” as a responsive single-screen 2D browser fighting game on an HTML canvas, using a clean flat cartoon style. Show a pale blue sky background transitioning around 62% screen height into a mint-green ground, with a dark horizontal floor line and a subtle darker ground/shadow area below it. Use a fixed side-on camera with no scrolling: the blue player starts on the left and the pink/red training bot starts on the right. Each fighter is a simple stick figure: a solid colored circular head, dark nearly-black thick rounded stick limbs, and colored outlines/accents. Label them “YOU” and “BOT” near the floor. Keep fighters within horizontal screen bounds and place their feet on the floor; support jumping with gravity. Begin with a centered overlay over the game: a translucent dark backdrop and a rounded off-white card with a bold “Stick Clash” title, explanatory text about fighting the training bot with punches, kicks, blocks, jumps, and a charged energy burst, and a gold “START FIGHT” button. Clicking it starts/reset the match and removes the overlay. The match HUD remains fixed at the top: a blue player health bar on the left, a red enemy health bar on the right, and a central bordered white label initially reading “STICK CLASH”; during play show a small hint reading “A/D move · W jump · J punch · K kick · L special · hold S block”. On game end, stop the fight, change the center label to “YOU WIN!” or “BOT WINS”, and bring the start overlay back after a short delay. Core controls: A and D move left/right, W jumps, J performs a punch, K performs a kick, L performs a special burst if the fighter has at least 30 energy, and holding S blocks. Also include large touch-friendly on-screen controls along the bottom: a directional cluster with up, left, down, and right arrow buttons, plus action buttons labeled PUNCH J, KICK K, BURST L, and BLOCK. Keyboard and touch controls should work responsively. The player begins with 100 health and zero energy. Movement is approximately 180 pixels/second, jump velocity about -470 with downward gravity around 1200, and fighters should face the opponent automatically. Implement three attacks with visible animated poses and distinct timing/damage: punch lasts about 0.30 seconds and deals 9 damage, kick lasts about 0.42 seconds and deals 13 damage, and special/burst lasts about 0.62 seconds, deals 22 damage, consumes 30 energy, and has a glowing gold arc around the extended arm. Attacks should only connect during their active window and when the opponent is within approximate horizontal reach: punch 92px, kick 105px, special 145px. A successful hit gives the attacker 4 energy; when an attack completes, give the fighter 10 energy, capped at 100. Blocking reduces incoming attack damage to 2. Hits briefly flash the target white, put them into a short hit state, knock them backward, produce a burst of about 12 colored square particles, and cause a brief screen shake. Use simple beeps for jump and attack/hit feedback if audio is available. Place three static floor hazards in every reset: a gray triangular spike strip centered at 50% screen width, about 110px wide, dealing 12 damage; and two small animated orange fire strips around 18% and 82% screen width, about 54px wide, dealing 8 damage. Hazards damage a grounded fighter standing inside them at most about once every 0.55 seconds, cause hit/knockback feedback, particles, and screen shake. Draw spikes as repeated dark-outlined triangles and fires as a dark base with flickering orange/yellow flame strokes. The bot should be a simple AI opponent rather than a second player: move toward the player when more than about 115px away, stop and attack when close, automatically face the player, randomly choose punches and kicks and occasionally use the special when it has enough energy, and jump when very far away. Both fighters can be hit, blocked, knocked back, become KO when health reaches zero, and the first fighter to reach zero health loses. Animate idle bobbing, walking arm/leg motion, attack leans and extended limbs, hit flashes, and the special’s glowing gold effect. Use rounded thick line caps, strong blue/red/gold color coding, bordered white HUD panels, and a playful minimal arcade presentation matching the visible screenshot and source mechanics. Do not add rounds, weapons, projectiles, scenery, or extra game modes.