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Tekken Legends

  • 2d
  • platformer
  • action
  • brawler
  • arcade
  • side-scroller
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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. samuel jackson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tekken Legends yet. Play it, then tell samuel jackson what you would add next.

Make your own game

Tekken Legends was built by samuel jackson 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 Tekken Legends 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 Tekken Legends

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 2D side-scrolling action-platformer called "Tekken Legends", set in a colorful hand-drawn temple called the Temple of the Echoing Bells. Use a responsive full-screen canvas with a wide horizontal world about 5200 pixels long and a camera that smoothly follows the player from the left side, showing a layered parallax background. The background should have a deep blue-to-purple-to-pink vertical gradient, pale stylized cloud blobs, dark purple triangular mountains, and repeated pink temple gate/arrow shapes.

Start with a centered dark navy title card bordered in bright yellow with a purple offset shadow. It says TEKKEN LEGENDS in large yellow lettering with a pink shadow, includes the description "Enter a hand-drawn temple where every platform sings. Master your rhythm, defeat the crimson sentinels, and free the tiny star spirits.", and has a pink START THE LEGEND button. Once started, hide the card and let the player control the character.

The player is a small stylized martial-arts hero: dark round hair/head silhouette, tan face, red angular headband or hair accents, red tunic, pale hands, and dark purple pants. Start at x about 160 on the ground. The character can move horizontally with A/D (or left/right touch buttons), jump with W or Space (or a JUMP touch button), punch with J, and kick with K. Movement uses horizontal acceleration-like direct speed around 3.7, with Shift allowing faster movement around 5.2. Jump with a strong upward impulse and gravity; the character can land on the tops of platforms. Face the direction of travel. Draw a bright cyan/white sweeping attack arc for a punch and a yellow attack arc for a kick.

Build the level from separated dark-purple ground sections with orange/yellow top edges, plus elevated turquoise bell platforms with yellow top edges. The ground is at roughly y=610 and has gaps; elevated platforms are distributed across the route at varied heights, including approximate locations x=340 y=500, 630 y=424, 930 y=510, 1180 y=412, 1490 y=480, 1840 y=390, 2210 y=475, 2660 y=420, 3060 y=500, 3640 y=420, 4050 y=350, and 4530 y=470. Make ground segments span the route with several gaps. Platforms have striped/dark decorative vertical panels, and elevated platforms visually include a hanging golden bell motif. Add floating musical notes above bell platforms to reinforce that the platforms sing.

Place eight roaming crimson sentinel enemies along the route, at approximate positions x=560, 1030, 1420, 1960 (on an elevated platform), 2760, 3230, 3880, and 4480 (on an elevated platform). Each is a compact stylized enemy with a dark crimson body, pink head, tiny yellow eyes, dark legs, and a small pale-blue arm/weapon detail. Enemies slowly patrol back and forth and reverse at world boundaries. Give enemies 2 or 3 hit points. The player's active punch/kick hitbox extends in front of the facing direction; on a successful hit, reduce enemy HP, increase the combo, reset a combo timer, and award score equal to 100 times the new combo count. Enemies briefly flash/hit-lock, emit particle bursts, and when defeated release five tiny floating yellow star spirits with white eyes and pink mouths that drift upward and fade. The player takes damage on contact, loses 10 vitality, is knocked back/upward, and gets temporary invulnerability with blinking. Falling into a gap costs 18 vitality and respawns the player somewhat back along the route.

Use a bright playful outlined HUD over the game: top-left yellow title "TEKKEN LEGENDS" with subtitle "TEMPLE OF THE ECHOING BELLS" in cyan; top-right a dark panel labeled VITALITY with a yellow border, rounded corners, and a pink-to-orange health bar, next to a panel reading COMBO x0. At the bottom center show a dark rounded hint pill reading "A/D move · W jump · J punch · K kick". On small/touch screens, show circular outlined controls at the bottom: left/right movement on the left and punch, kick, and JUMP on the right. Keep the bold arcade UI style with yellow borders, pink buttons, purple shadows, and high-contrast navy panels.

Add responsive visual effects: yellow/cyan/red particle bursts on jumps, attacks, hits, and falling damage; floating star spirits; and floating musical notes near bells. The player starts with 100 vitality and score 0. The combo increments on consecutive hits and resets after about 1.5 seconds without a hit. If vitality reaches zero, darken the scene with a translucent overlay and show "LEGEND FALLS", the score, and "Tap restart below" plus "Press R or tap the button to play again". If the player reaches the far end of the level (around x=5020 or the last 180 pixels of the world), show a similar overlay with yellow "TEMPLE MASTERED!", the score, and "The star spirits are free", with the same restart instruction. Press R after either ending to reset, or provide the equivalent restart interaction. Keep the overall presentation as a polished flat 2D hand-drawn arcade brawler/platformer with no 3D rendering.

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