Appearance
Arcade › Stick Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. xristianooro built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stick Duel yet. Play it, then tell xristianooro what you would add next.
Stick Duel was built by xristianooro 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 Duel 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.
Create a responsive 2D side-view fighting game titled “Supreme Stick Duel” (the duel itself can be branded Stick Duel). Use a full-screen HTML canvas with a fixed HTML HUD layered above it, designed for desktop and touch devices. The arena is a simple flat platform across the lower portion of the screen: the playable floor is at about 78% of viewport height, with a dark navy floor below it, a blue-gray rim and thin gold line along its top, plus moving short alternating blue-gray and coral lane markings. The background is a dark navy-to-muted coral vertical gradient, sprinkled with a few small, dim square stars/dots. There are exactly two combatants: a bright cyan/blue stick figure player starting around 28% of the screen width and a coral-red/pink stick figure rival starting around 72%. Each has a circular head, straight torso, two legs, and two arms, drawn with rounded thick strokes. Add a small pale eye/visor stroke on the side of each head corresponding to their facing direction. The player initially faces right; the rival initially faces left. Characters stand on the floor but can jump with simple gravity and have a subtle idle bob while grounded. Keep both characters constrained within roughly 55 pixels of the side edges. The player is controlled with A/D or left/right arrows for horizontal movement, W/up arrow for jumping, and Space for a melee strike. Movement accelerates while a direction is held, has friction, and is capped at a moderate speed. Jumping is only allowed while grounded and launches upward strongly enough to visibly leave the floor. A strike has about a half-second cooldown, briefly changes the attacking stick figure’s forward arm into a long thrusting pose, and hits only if the opponent is within roughly 92 pixels and generally in front of the attacker. A successful hit removes exactly one point from the opponent’s five-hit health total, knocks them backward in the attacker’s facing direction and upward, briefly flashes them white, shakes the camera, and emits a small burst of white/gold square sparks. Prevent further fighting when one health total reaches zero. Show “BLUE WINS” or “RED WINS” followed by “— tap Rematch” and display a Rematch button; restarting restores both fighters to five health and their starting positions. Give the rival simple autonomous AI: it continually faces and approaches the player when farther than about 105 pixels away, slows/stops when close, occasionally attacks when close enough and its cooldown is ready, and sometimes jumps when grounded and the player is within a few hundred pixels. It should use the same melee attack, hit, knockback, gravity, and health rules as the player. Do not add weapons, projectiles, platforms, extra enemies, rounds, or other abilities. The HUD should match the visible arcade presentation. At the top center show the bold uppercase title “SUPREME STICK DUEL” with letter spacing and a dark text shadow, then the instruction line “A/D or ◀ ▶ to move · W/↑ to jump · Space to strike”. Beneath it place two horizontal health bars: left label “BLUE CHALLENGER” with a cyan-to-blue fill, and right-aligned label “RED RIVAL” with a coral-to-orange fill. Both bars begin full, have pale borders, dark backing, rounded corners, and a subtle black shadow; reduce the corresponding bar from 100% to 0% as hits land. Center a gold message beneath them reading “First to land 5 hits wins the arena.” On game over replace it with the winner message. At the bottom, provide touch controls: left and right arrow buttons grouped on the lower left, and an up-arrow jump button plus a larger crossed-swords attack button on the lower right. Buttons are dark navy translucent rounded rectangles with pale blue borders, shadows, white symbols, and a pink/red border and background tint for attack. They must work via pointer/touch press and release as well as keyboard input. On wider desktop screens the controls may be slightly smaller and more transparent. Place the Rematch button centered around the middle/lower arena only when the game is over. Use clean, colorful minimalist arcade vector rendering, responsive scaling to any viewport, no scrolling, and no external assets. Include brief impact camera shake and animated sparks, but keep the overall presentation sparse and readable like the supplied screenshot.