Skip to content

Arcade › Turbo Clash

Turbo Clash

  • 3d
  • platform-fighter
  • arena-brawler
  • action
  • cartoon
  • animal-fighters
  • mobile
  • arcade
0
Remix it Discord

34 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. NolanLandon Lyons built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Turbo Clash yet. Play it, then tell NolanLandon Lyons what you would add next.

Make your own game

Turbo Clash was built by NolanLandon Lyons 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 Turbo 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.

Read the build brief for Turbo Clash

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 3D platform-fighter called “Turbo Clash.” Use a colorful, stylized low-poly/cartoon presentation with a bright cyan sky background, soft fog, strong sunlight, and shadows. The camera is a third-person perspective view from in front of a floating arena, looking slightly downward; it should smoothly follow the midpoint between the two fighters, zooming back slightly when they separate, and briefly shake when a hit lands.

Build the arena as a floating grassy island. The main stage is a broad rectangular green grass platform with a pale golden trim along its top edge and a thick brown dirt underside. Add three smaller battle platforms above it: two separated platforms at left and right around y=2.25, plus one centered higher platform around y=3.75. The smaller platforms are green on top with brown undersides. Place stylized low-poly trees in the far left and right background and scattered small grass tufts around the stage. The arena floats in the sky with no walls or enclosing boundary; fighters can fall below it or be launched beyond the horizontal blast zones.

Use two animated original animal fighters: Player 1 is an orange fox on the left, and the opponent is a gray-blue wolf controlled by the CPU on the right. Load/use animated animal models if available, with idle, running/galloping, attack, jump, and hit-reaction animations; provide a simple capsule-like animal placeholder if models fail to load. Both fighters face the direction of movement and begin on the main platform, with Fox starting around x=-2.7 and Wolf around x=2.7. The game is a stock-based arena brawler: each fighter starts with 3 stocks and 0% damage. Taking hits increases damage percentage, and higher damage increases the resulting knockback. If a fighter falls below the arena or passes the side blast zone, remove one stock and respawn them near their starting side with damage reset to 0%; give the respawned fighter brief invulnerability. When a fighter loses their final stock, stop the match and show either “CPU Wolf wins!” or “P1 Fox wins!” with “Press Start Fight for a rematch.”

Player 1 controls: A/D or Left/Right arrows move horizontally; W, Up, or Space jumps; Down or S performs a fast-fall behavior by reducing maximum horizontal speed; J performs a normal attack; K performs a forward Spin Dash-style special. Allow up to two jumps before landing. Normal attacks have short range and add about 7 damage, while the Spin Dash has longer range, launches the fighter forward quickly, adds about 12 damage, and has stronger knockback. Attacks should only trigger on the press/initial transition rather than continuously every frame. Add short hit freeze, impact sound, and camera shake on successful hits. The CPU Wolf should automatically approach Fox, jump when Fox is above or when near an edge, and use attacks when close and the dash special when at moderate distance, with imperfect randomized decision timing so it feels like a simple active opponent.

Create a fixed HUD over the 3D view. At the upper left, show a dark translucent rounded card labeled “P1 FOX,” a large bold white damage value such as “0%,” and “Stocks: 3.” At the upper right, show a matching right-aligned card labeled “CPU WOLF,” its damage percentage, and stock count. At launch, display a centered dark translucent rounded instruction panel with the large title “Turbo Clash,” the subtitle “A fast platform brawler with original animal fighters.”, the controls text “Move: A/D or ←/→   Jump: W/↑/Space   Attack: J   Spin Dash: K,” and an orange/yellow rounded “Start Fight” button. Pressing it begins or resets the match.

Support touch devices with on-screen controls along the bottom: a left cluster of dark rounded arrow buttons arranged as an up arrow above, left/down/right along the lower row, and a right cluster of two circular buttons labeled “Hit” in orange and “Dash” in blue. Touching a mobile control should map to the same movement, jump, fast-fall, attack, and special actions as the keyboard, and pressing a mobile action while the intro is visible should start the fight. Keep the interface responsive, with large readable damage text and translucent dark panels over the bright sky. Include jump and heavy impact sound effects if available, while ensuring the game remains playable without audio.”

More free browser games

Browse the whole Arcade →