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Arcade › Stormwake Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ca4reebemz built it with Cinevva, so it works on a phone or a tablet too.
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Stormwake Clash was built by ca4reebemz 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 Stormwake 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.
Create a playable 2D side-scrolling action game titled “Stormwake Clash,” rendered in an HTML canvas with a responsive full-screen layout and a touch-friendly HUD. The camera follows the player across a wide pirate ship deck/world, with horizontal movement bounded to the ship. Set the scene during a dark blue thunderstorm at sea: a deep navy-to-blue gradient sky, drifting dark clouds, heavy diagonal rain, occasional screen lightning flashes, distant animated ocean waves, and a wooden ship deck/hull with planks, rails/cannons, two masts, rigging ropes, and pale translucent sails. The playable hero is Storm, an original teen fighter shown as a stylized 2D sprite: muscular brown-skinned body, long curly white hair, bright ocean-blue eyes, freckles, bandaged forearms/hands, dark pants and boots, and a glowing cyan aura that becomes yellow-white when haki is full. Place Storm on the deck and allow left/right movement with Arrow keys or A/D (also touchscreen left/right buttons), jumping with Space, and flight using F or Up/W (touch Fly button). Flight consumes a visible Fly fuel meter, lifts Storm upward, allows faster movement, gradually restores haki while active, and creates occasional circular sonic-boom/ring particles when moving quickly. Down/S or the touch Fall button accelerates downward. Use simple physics with gravity, jumping, friction, and a gently undulating deck surface. The combat loop is to survive escalating boarding waves of enemies. Spawn marine and pirate opponents around the player at the sides of the ship. Marines wear pale uniforms with blue accents; pirates wear dark red/dark clothing. They have visible small health bars, approach Storm, and damage him on contact with a cooldown. Some enemies are elite and have a yellow outline. Punch with J or the touchscreen Punch button: it performs a short-range facing-direction fist attack, increases combo, restores a small amount of haki, launches/stuns enemies, and produces bright cyan impact particles, floating damage numbers, hit-stop, screen shake, and a brief flash. Defeated enemies burst into particles and show “KO!”; each KO restores haki. Progress waves as the KO count reaches eight times the current wave, increasing enemy health/difficulty and announcing the new wave. Include 20 named abilities triggered once by number/letter keys, each spending haki and having a short shared cooldown: 1 Gale Pistol, 2 Thunder Jab, 3 Observation Haki, 4 Armament Smash, 5 Conqueror Burst, 6 Cyclone Uppercut, 7 Lightning Step, 8 Static Guard, 9 Cloud Clone, 0 Tempest Barrage, Q Sky Hook, E Hurricane Palm, R Storm Spear, T Blue Flash, Y Sea Splitter, U Pressure Point, I Thunder Drum, O Black Wind, P Whiteout Kick, and L King Storm Roar. Abilities should display their name as floating text and in Storm’s dialogue, fire a jagged cyan or white lightning effect toward the facing direction, emit colored energy particles, briefly freeze the action and shake/flash the screen, and damage nearby enemies with reach/radius varying by ability. Lightning Step and one other movement-oriented ability should dash Storm; Conqueror Burst and King Storm Roar should stun nearby enemies and produce stronger screen effects. Do not imply that the ability names are separate selectable inventory items; they are direct keyboard actions. When haki reaches 100%, allow K to trigger the large finisher, labeled “KING STORM FINISHER — THUNDERCLAP FIST!” It empties haki, increases combo, creates numerous full-screen lightning bolts, a major white/cyan particle burst, strong shake and hit-stop, and damages enemies within a very large radius with “FINISHER” damage text. Prevent it until the haki meter is full. Build the HUD as translucent dark navy panels with thin cyan borders, rounded corners, and a bold readable anime/arcade presentation. At upper left show “STORM,” an HP label and green-to-yellow HP bar, then “Haki / Finisher” and a cyan-purple-yellow haki bar. At upper right show KOs, Wave, Combo, and Fly fuel percentage. Show a centered lower dialogue panel with rotating Storm, marine, pirate, and narrator barks such as warnings about surrounding Storm, protecting the deck, sonic boom, and new waves. On desktop, show a right-side panel listing all 20 abilities and keyboard controls. On mobile/small screens hide that list and provide touch controls: a lower-left four-direction d-pad with Fly/up, left, Fall/down, and right; and lower-right action buttons for Punch, Jump, Fly, Gale, Bolt, Haki, plus a wide purple FINISHER button. Buttons should be semi-transparent dark blue with white text, rounded borders, active-state feedback, and be usable via pointer/touch input. Use an original pirate-anime-inspired visual identity rather than copying a copyrighted franchise. Emphasize rain, lightning, bright energy, floating damage text, particles, impact frames, and hit-stop. If Storm’s HP reaches zero, stop gameplay, darken the canvas, display “STORM KNOCKED DOWN,” and show “Refresh to rematch the storm.”