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Street Limbz

  • 2d
  • fighting
  • arcade
  • mobile
  • gesture
  • neon
0
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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. Ephraim Ihungbe built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Street Limbz yet. Play it, then tell Ephraim Ihungbe what you would add next.

Make your own game

Street Limbz was built by Ephraim Ihungbe 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 Street Limbz 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 Street Limbz

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.

Rebuild “Street Limbz” as a mobile-first 2D canvas fighting game in a single full-screen portrait/landscape web view. Use a dark navy-to-black vertical gradient background with a subtle glowing cyan perspective/grid pattern, a thin magenta horizontal ring line, a large thin cyan ellipse marking the ring, and small magenta dots at the far left and right ends. Keep the camera fixed and centered on the arena.

Place two extremely simple stylized fighters facing each other near the left and right edges. The player is on the left at approximately x=-2.25 and uses cyan limbs, a deep indigo rounded-rectangle torso, peach skin, and a cyan flat rectangular headband/hair strip. The rival is on the right at x=2.25 and uses hot pink limbs, a dark purple torso, brown skin, and a pink headband. Each character consists of a circular head with one small square eye, a rounded torso, two thick rounded-line arms with circular hand ends, and two thick dark-accent legs. Draw soft dark elliptical shadows beneath them. The player faces right and the rival faces left. When the player attacks, extend the corresponding arm toward the opponent and show a brief expanding arc/swoosh; heavy attacks use a yellow arc and other attacks use cyan.

The game loop starts behind an intro modal. Show a centered dark translucent rounded card with cyan/pink border glow, the small kicker “MOBILE-FIRST MOTION COMBAT,” a large title “STREET LIMBZ” with LIMBZ in cyan, explanatory text about shaping attacks with a thumb, and a full-width gradient cyan-to-pink “ENTER THE RING” button. Starting resets score, both health values to 100, combo to 0, a 45-second internal round timer, cooldowns, and hides the intro.

During play, show a fixed HUD: top-left brand text “STREET LIMBZ // CTR” in cyan; top-right pill “WAVE 01 · 000” where the number is the zero-padded score; centered below is a player cyan health bar on the left and enemy pink health bar on the right, with a “ROUND / 01” label between them. Bars are skewed, dark-backed, outlined, and glow in their team color. Under the bars show the hint “DRAG FROM A SHOULDER TO DRAW A PUNCH · SWIPE LOW FOR A KICK.” At the bottom, provide large touch buttons: left-side JAB with “DRAG L” and KICK with “LOW SWIPE,” and right-side HEAVY with “DRAG R.” Add the pill label “DRAW YOUR LIMBS” near the bottom center. Show short-lived toast messages near the upper center: “PERFECT HIT,” combo messages such as “COMBO x3,” and when the rival attacks “BLOCK OR DRAW BACK.”

Implement the actual combat rules. The player can attack by pressing the JAB, KICK, or HEAVY buttons, or by touch/pointer gesture on the full-screen gesture layer: a swipe longer than about 38 pixels is required; an upward/side swipe from the left half performs a jab, a swipe from the right half performs a heavy, and a downward swipe longer than about 55 pixels performs a kick. Keyboard support is also present: J = jab, K = kick, L = heavy, and Enter starts from the intro. Prevent attacks while the game is not started, ended, or during the short approximately 0.38-second attack cooldown.

On a successful attack, increase combo by 1 up to 9, add 100 multiplied by the new combo to score, reduce enemy health by 10 for a jab, 14 for a kick, or 18 for a heavy. Button heavy attacks and the corresponding right-side gesture apply a 1.2 damage multiplier; kick applies about 1.05. Set a brief attack animation of about 0.22 seconds and show the toast “PERFECT HIT,” changing to “COMBO xN” at combo 3 or higher. When enemy health reaches zero, end the game with a result modal titled “K.O.” and copy “Combo score [score]. The block remembers.”

Have the enemy attack automatically at irregular intervals: after each attack schedule the next one in roughly 1.8 to 3.2 seconds, subtract a random amount between 7 and 15 from player health, show “BLOCK OR DRAW BACK,” and end immediately if player health reaches zero. When the internal 45-second timer expires, award the win if enemy health is lower than player health, otherwise show a loss. The loss modal title is “YOU GOT DROPPED” and copy “The rival read your limbs. Reset and draw a cleaner line.” Both end states show a centered “MATCH COMPLETE” modal and a “RUN IT BACK” button that fully resets the match. Use responsive sizing based on the viewport and support safe-area insets and touch interaction; do not add weapons, stages, camera movement, or extra enemy types.

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