Appearance
Arcade › Streets and Violence
An original HD 2D arcade beat-'em-up with five distinct martial-arts fighters, solo play, local two-player co-op, touch controls, street gangs and boss battles.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. hellishxcity built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Streets and Violence yet. Play it, then tell hellishxcity what you would add next.
Streets and Violence was built by hellishxcity 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 Streets and Violence 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 HD 2D arcade beat-'em-up titled “STREETS AND VIOLENCE,” subtitled “FIGHT FOR YOUR BLOCK.” Use a fixed 960x540 canvas presented responsively in a dark blue neon arcade shell, with a side-view/three-quarter 2D street-fighting arena and horizontal camera follow. The game is set in a rainy nighttime dock district: deep navy sky, distant blocky buildings with glowing window rectangles, industrial storefronts/signs marked “DOCK 09,” wet-looking dark roadway with lane markings, parked-car silhouettes, neon accents, moon glow, rain streaks, vignette, and screen shake/flash effects on impactful hits. The visual style is clean, stylized vector/canvas art with glowing outlines, high-contrast cyan, purple, red, gold, and teal highlights rather than realistic violence. Start on a centered translucent navy modal menu over the dimmed game scene. Show the large glowing title, the line “FIGHT FOR YOUR BLOCK,” and the copy “Choose your crew. Five fighters. Five distinct styles. One city to take back.” Provide two large buttons: “1 PLAYER” and “2 PLAYER CO-OP.” Selecting either opens a fighter-selection screen titled “CHOOSE YOUR FIGHTER.” Display five selectable fighter cards in one row, each with an emoji-like portrait/icon, full name, and style, plus a bio/description area and “CONFIRM FIGHTER” and “BACK” buttons. In solo mode select one fighter; in local co-op select Player 1 and then Player 2, preventing the same fighter from being chosen by automatically advancing if necessary. Implement these five distinct playable fighters, with visually different color-coded outfits and silhouettes and different combat stats/feel: 1. Jaylen “Coldman” Jaxon, STREET BRAWLER: blue-and-white denim look, clean jeans, heavy close-range brawling; high power, low speed and reach. His special is “COLDMAN SLAM!” 2. Kanan “Scorpion” Jaxon, MARTIAL ARTS / MMA: red-and-black street-fighting outfit, long black braids, precise combos and counters; balanced power, fast speed and medium reach. His fifth successive basic hit produces “FIVE-HIT COMBO!” and his special is “SCORPION STRIKE!” 3. Jenni “Legs” Rows, TAEKWONDO: purple, gold, and black outfit, long dark hair, explosive spinning/jumping/high kicks; very fast with the longest normal and special reach. Her special is “SPINNING DRAGON KICK!” 4. Shana “Shai” Hooks, KICKBOXING / TECH: black-and-gold cropped jacket/top, loose black pants with white-and-gold side stripes, boxing gloves and long dark braids; fast, technical attacks and explosive high kicks. Her special is “STORM RUSH COMBO.” 5. Nona “Beauty” Silks, MMA / GRAPPLING: green, black, and gold outfit, agile precise strikes and powerful close-range grappling; balanced speed and power. Her special is “GRAPPLE BREAK!” Gameplay begins in “STAGE 01 • DOCKSIDE DISTRICT,” with the player(s) starting near the left side of a long scrolling street. The playable world is wider than the screen, approximately 2600 pixels, and the camera follows the furthest living player while clamping to the level edges. Players can move freely in both horizontal directions and between several depth lanes (vertical movement in the roadway), face the direction of horizontal movement, and jump with a short arc. Draw actors sorted by their lane/depth so characters in front overlap those behind. Use stylized human figures with heads, hair, faces, legs, shoes, color-coded uniforms, shadows, attack poses, and glowing effects. Core controls: - Player 1 keyboard: W/A/S/D move through the lanes and left/right; F punch; G kick; H special; Space jump. - Player 2 keyboard in local co-op: Arrow keys move; J punch; K kick; L special; Enter jump. - Include on-screen touch controls suitable for mobile: a directional pad and PUNCH, KICK, SPECIAL, and JUMP buttons. Touch controls control Player 1 in solo play. Prevent browser scrolling/zooming while using them. Combat must be real-time and readable. Punches and kicks have cooldowns and brief attack animations, hit enemies in front of the facing direction only, and require approximate horizontal and lane alignment. Basic attacks build a short-lived combo counter, with the striker’s fifth hit receiving a stronger damage bonus and special callout. Kicks generally have greater reach than punches, with especially long reach for the taekwondo fighter. Specials consume a limited stock of 3 charges per fighter and have distinct ranges, damage, hit-stun, knockback, colored particle bursts, callout text, screen shake, and a brief flash. Show floating damage numbers and combat callouts. Allow jumping but keep the combat lane-based and grounded. Spawn street-gang enemies from the right side as the players advance. Use two ordinary enemy types: red/orange “thug” enemies with about 65 HP and purple “heavy” enemies with about 105 HP, with heavies appearing less often and moving/attacking more slowly but taking more punishment. Enemies pursue the nearest living player, adjust their lane, stop at close range, and perform simple melee attacks that damage and briefly stun the target. Defeated enemies disappear after their death state, produce particles, increment KOs, and add score: 100 for a thug and 250 for a heavy. Maintain up to roughly four ordinary living enemies and spawn them at randomized intervals from about 1.5–2.8 seconds. After roughly 25 seconds, introduce the dock boss “BRICK,” a large gold/orange boss with a visible health bar and the toast “DOCK BOSS: BRICK.” Brick has 300 HP, chases the players, telegraphs a large circular ground-breaker attack with an expanding warning ring, and strikes all living players within approximately 145 horizontal pixels and the same lane area. Display “BRICK: GROUND BREAKER!” normally and “BRICK: RAGE SLAM!” below 45% HP; in the enraged phase attack faster and deal more damage. The boss attack causes strong screen shake, orange impact particles, hit-stun, knockback, and floating negative damage text. When defeated, display “BRICK DEFEATED!”, use large orange/gold particle bursts and screen shake, award 1200 points, then after the defeat effect finishes declare the district cleared. HUD should remain over the canvas: upper-left Player 1 name and a bright green health bar, upper-right/adjacent Player 2 name and health bar only in co-op, centered gold text “STAGE 01 • DOCKSIDE DISTRICT,” and a score at the top-right. On desktop show a bottom hint such as “P1: WASD + F/G/H • P2: ARROWS + J/K/L”; hide that hint on small mobile screens. Show brief large glowing toast messages near the upper center for “FIGHT!”, “DOCK BOSS: BRICK,” “BRICK IS DOWN!”, and similar combat feedback. Players have 100 HP. If every player is defeated, pause gameplay and overlay a dark translucent result screen reading “GAME OVER,” the final “SCORE … • KOs …,” and “PRESS ENTER TO PLAY AGAIN”; Enter/Space should restart. If Brick is defeated and the defeat delay ends with no living enemies, show “STAGE CLEAR,” the final score and KOs, and the same replay prompt. Include score tracking, KO tracking, health-bar updates, invulnerability flicker after hits, hit particles, floating text, camera shake, and polished responsive UI. Do not add extra stages, weapons, inventory, online multiplayer, cutscenes, or mechanics beyond this single Dockside stage and its gang/boss progression.