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Stick Duel Arena

  • 2d
  • fighting
  • local-multiplayer
  • arcade
  • stick-figure
  • browser-game
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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. xristianooro built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stick Duel Arena yet. Play it, then tell xristianooro what you would add next.

Make your own game

Stick Duel Arena 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 Arena 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 Duel Arena

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 fullscreen browser-based 2D local fighting game titled “Stick Duel Arena,” rendered on a responsive HTML canvas with a fixed side-on arena view. Use a dark navy-to-slate vertical gradient background with subtle drifting tiny square/star specks, a dark lower void beneath the stage, and one long narrow horizontal platform spanning roughly 84% of the screen width and positioned around 79% of the screen height. The platform is dark blue-gray with a thin lighter outline; its left section has a cyan top edge and its right section has a coral/red top edge.

Two simple glowing stick figures fight on the platform. Player 1 is cyan/blue and starts on the left around 29% of the screen width, facing right. Player 2 is coral/red and starts on the right around 71%, facing left. Each figure has a circular head, straight torso, angled legs, and two arms, drawn with thick rounded strokes and no facial details. Animate a subtle leg swing while moving, small colored dust particles near the feet during fast grounded movement, hit flashing/transparency when struck, and colored attack effects in front of the attacking figure. Keep the art clean, minimal, neon arcade styling.

Add a fixed HUD over the canvas. At the upper left show “PLAYER 1 · WASD + F,” a cyan health bar initially at 100%, and a thin yellow stamina bar initially full. At the upper center show “STICK DUEL ARENA” in spaced bold lettering. At the upper right show “PLAYER 2 · ARROWS + /” (or change this to “RIVAL AI · RED” in AI modes), with a coral health bar and yellow stamina bar. Health bars should visibly shrink as damage is taken. On touch-capable devices, put semi-transparent controls along the bottom: left player buttons for left, right, jump, ATTACK, and BLOCK, and right player buttons for left, right, jump, ATTACK, and BLOCK. On desktop these controls may be dimmed but remain available.

Before a match, display a centered dark translucent rounded menu card titled “Stick Duel Arena.” Include mode buttons LOCAL DUEL, VS AI, and SURVIVAL; LOCAL DUEL is selected by default. Include weapon buttons SWORD, BLASTER, GLOVES, SPEAR, HAMMER, and STAFF; SWORD is selected by default. Explain the controls: Blue uses A/D to move, W to jump, F to attack, Q to block; Red uses Left/Right arrows to move, Up to jump, / to attack, and . to block. In AI and Survival modes explain that the rival AI fights automatically. Include a START MATCH button and a short note that this is an original browser arena slice with no installation or online multiplayer.

Implement the core physics and combat. Positions are normalized to the canvas width, with gravity, horizontal acceleration, friction, a speed limit, jumping, and landing on the platform. Players can move within the screen bounds. A jump launches upward, and gravity brings the character back to the platform. Attacks are short timed actions; only the active attack window can connect, only in the direction the attacker faces, and only at close range and similar vertical height. A successful hit reduces health, flashes the victim, applies knockback and upward launch, and plays a small arcade sound. A defender holding BLOCK spends stamina and reduces incoming damage to 25%; blocking stops the normal horizontal knockback but still gives a small upward reaction. Stamina drains while blocking and regenerates when not blocking. Include a distinct attack visual for each weapon: sword with a pale yellow slash arc, blaster with a lime effect, gloves with an orange effect, spear with a long pale reach, hammer with a larger purple arc and heavier launch, and staff with a purple staff/arc. Use the weapon’s different combat characteristics: sword is the balanced default (14 damage, 3.7 knockback), blaster (9 damage, 5 knockback), gloves (19 damage, 5 knockback), spear (11 damage, 3 knockback and longer range), hammer (25 damage, 7 knockback and strongest upward launch), and staff (8 damage, 2 knockback). Give attacks and jumps short square-wave arcade sound effects if audio is available, but keep gameplay functional without sound.

In LOCAL DUEL, either player can win by reducing the opponent’s health to zero or knocking them off the platform’s bounds. In VS AI, Player 1 fights the automatically controlled red rival; make the AI approach the player, face them, attack at close range, occasionally jump, and stay inside the arena. In SURVIVAL, Player 1 fights successive red AI challengers; when a challenger is defeated, reset the red fighter to full health at the starting position and increment a rounds-cleared counter. Win after clearing five challengers. End the match with a centered overlay announcing “PLAYER 1 WINS!”, “RIVAL WINS!”, or “SURVIVOR WINS!” and, in Survival, show “Rounds cleared: X/5.” Provide a REMATCH button, and also allow Enter or Space to restart after game over. Maintain a responsive fullscreen layout and preserve the same composition across desktop and mobile dimensions.

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