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Stick Clash

  • 2d
  • fighting
  • arcade
  • stickman
  • one-on-one
  • neon
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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 2D side-view fighting game titled “STICK CLASH” called Stick Clash. Use a full-screen HTML canvas with a dark navy-to-near-black vertical gradient background and a simple layered mountain silhouette in the distance: repeated dark blue triangular peaks across the horizon. Put a dark ground strip along the bottom of the playfield with a thin blue-gray horizontal floor line. Keep the camera fixed in a side-on arena view; the two fighters move horizontally, jump with gravity, collide with the screen’s left/right bounds, and remain on the ground when they land.

The player is a bright cyan/blue neon stick figure on the left, and the CPU is a coral/pink neon stick figure on the right. Each figure consists of a circular outlined head, straight torso, two arms, and two legs with rounded line caps. Display small labels “YOU” and “CPU” beneath the respective fighters. Fighters face one another automatically based on their relative positions; the player faces the direction of horizontal movement, while the CPU faces the player. Use subtle glow/shadow styling and white hit flashes when a fighter is damaged.

The core goal is to defeat the CPU by reducing its 100 HP to zero before the player’s 100 HP reaches zero. At the very top, create a HUD with a blue player health bar labeled “YOU” on the left, a centered gold “VS”, and a pink/red CPU health bar labeled “CPU” on the right. Health bars should be rounded, outlined, and smoothly reflect damage. Initially show the large centered white title “STICK CLASH”. Near the bottom above the controls, show the Korean control hint: “← → 이동 · ↑ 점프 · Z 공격 · X 궁극기 · C 무기 교체”. On game over, hide the hint, show either “YOU WIN!” in cyan or “CPU WINS” in pink, and reveal a gold rounded restart button labeled “다시 싸우기”.

Controls: Arrow Left/Right or A/D move the player at high speed; Arrow Up, W, or Space jumps if the player is standing on the ground; Z or Enter attacks; X activates the ultimate; C cycles weapons. Include large touch-friendly bottom controls: left and right arrow buttons, a blue “점프” button, a pink “공격” button, a blue “무기” button showing the current weapon name, and a purple “궁극기” button showing the ultimate charge percentage. The intended touch controls should mirror the keyboard actions, with held left/right movement and press actions for attack, jump, weapon cycling, and ultimate. Make the UI responsive for mobile and desktop, prevent scrolling, and use rounded dark translucent panels with bright borders.

Implement six player weapons cycled in this exact order, each changing the attack’s damage, reach, cooldown, color, and drawn weapon shape: sword 검 (10 damage, range 66, cooldown 0.42 seconds, pale blue), axe 도끼 (16, 58, 0.62, gold), spear 창 (12, 105, 0.5, gray), hammer 망치 (22, 54, 0.82, orange-red), dual swords 쌍검 (8, 78, 0.28, lavender), and energy blade 에너지 블레이드 (14, 92, 0.38, cyan). On an attack, briefly animate the fighter’s attacking arm and draw a forward weapon arc/silhouette appropriate to the selected weapon: sword as a long slash, axe with a blocky head, spear with a pointed tip, hammer with a large rectangular head, dual swords with two diagonal blades, and energy blade with a glowing circular/energy end. A successful normal hit applies the selected damage only when the target is in front, within the weapon’s range, close vertically, and not already in hit-flash; knock the target backward and slightly upward, briefly flash them white, add screen shake, and award the player 18 ultimate charge.

The CPU uses the axe by default and is controlled by simple AI: periodically move toward the player until close, face the player, occasionally attack when within roughly striking distance, and occasionally jump. CPU attacks use the same normal hit behavior and can damage the player. Add attack cooldowns so attacks cannot be spammed continuously. Use gravity around 1700, a strong jump impulse around -680, horizontal player speed around 520, and CPU approach speed around 330. Clamp fighters within about 35 pixels of the screen edges.

When the player reaches 100% ultimate charge, enable and visually energize the purple ultimate button. Pressing X or the ultimate button consumes the charge, creates a brief approximately half-second ultimate animation with a large glowing purple slash/ring around the player, burst particles, screen shake, and a short “✦ ULTIMATE BURST ✦” banner above the fighters. The ultimate hits only once, in front of the player, within a much larger range of about 190 pixels and close vertically; deal 35 damage and launch the CPU strongly backward and upward. Add bright particle bursts for weapon changes, successful hits, and ultimate effects, with particles that radiate, fall under light gravity, fade, and glow in their source color. Add a brief full-screen pale flash for the ultimate.

Use a clean arcade neon visual style: system sans-serif UI, bold uppercase English HUD text, Korean button labels, dark translucent controls, cyan versus coral character colors, gold VS/restart accents, and restrained bloom/glow. Keep the entire match on one screen with no scrolling, no extra stages, inventory, score, or menus beyond the single fight, weapon cycling, ultimate meter, and restart flow.

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