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Arcade › Velocity Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. monkeymonkey544 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Velocity Clash yet. Play it, then tell monkeymonkey544 what you would add next.
Velocity Clash was built by monkeymonkey544 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 Velocity 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.
Rebuild a single-screen 2D pixel-art arena fighting game titled “Velocity Clash.” Use an HTML5 canvas with crisp nearest-neighbor rendering and a responsive layout that scales a 960x540 world to fit the browser while preserving its aspect ratio. The arena is viewed from a fixed side-on perspective: a blue gradient sky/background with small square specks, dark layered triangular mountain silhouettes near the horizon, and a dark steel platform from y=410 downward with a lighter top edge and diagonal panel lines. Draw soft oval shadows beneath both fighters. Place two original blocky pixel fighters in the arena. The Player starts on the left around x=260 and faces right; use a blue/dark-blue/light-cyan palette, peach face, white gloves, and red shoes. The Rival CPU starts on the right around x=700 and faces left; use a red/dark-red/orange palette, peach face, pale gloves, and dark shoes. Their silhouettes should be original chunky speedster-like pixel characters: square head with angular colored hair/spikes, visible peach face and tiny eye, rectangular torso, separate legs, oversized shoes, blocky arms and gloves. Do not use copyrighted character art. Add simple idle bobbing, run-leg animation based on velocity, attack arm animation, crouch offset, and a brief hurt shake. The objective is to defeat the CPU rival by reducing its health to zero before the round timer expires. Give each fighter 100 health. At the very top, outside/above the canvas playfield, show a black HUD with bold white PLAYER at left and RIVAL at right, each with a bordered horizontal health bar: Player’s fill is cyan transitioning to blue, Rival’s fill is orange transitioning to red. Center a dark square timer badge with a light border and a two-digit countdown, starting at 99 seconds. When time reaches zero, the fighter with more health wins, or show Draw! if equal. On round end, stop gameplay, show a dark translucent horizontal announcement panel across the arena with large yellow outlined winner text such as “Player wins!”, “Rival wins!”, “Player wins by time!”, “Rival wins by time!”, or “Draw!”, and reveal a restart button. Press R or the restart button to reset positions, health, timer, particles, and round state. Keyboard controls: A/D or Left/Right arrows move horizontally; W, Up, or Space jumps; S or Down crouches and blocks while grounded, reducing incoming attack damage when facing the attacker; J performs a light attack; K performs a heavy attack; L performs a dash; R restarts. Show a rounded dark instruction pill beneath the top HUD reading “A/D move • W/Space jump • J light • K heavy • L dash”. On touch/mobile layouts, provide three large dark rounded directional buttons along the bottom-left for left, jump/up, and right, plus three colored rounded action buttons along the bottom-right labeled Light (yellow), Heavy (pink/red), and Dash (cyan/blue). Hold directional buttons for movement/jump and tap action buttons for attacks/dash. Implement the actual combat mechanics. Fighters have horizontal movement acceleration, friction, gravity, jumping, arena boundaries around x=60 and x=900, and a ground at y=410. Jump velocity is about -640 with gravity about 1550. Horizontal speed is capped around 520. A dash lasts about 0.16 seconds, propels the fighter in its facing direction at about 720 velocity, has a short cooldown, and emits gray dust particles. The CPU continually faces the player, approaches when farther than about 92 pixels, slows when close, occasionally jumps if the player is significantly above it, attacks when within about 92 pixels, and occasionally dashes when separated by roughly 160–290 pixels. Light attacks should have approximately 58-pixel reach, 38-pixel hit height, 7 damage, short 0.16-second stun, and a total duration around 0.28 seconds. Heavy attacks should have approximately 74-pixel reach, 48-pixel hit height, 14 damage, stronger 0.28-second stun, and a total duration around 0.44 seconds. Prevent attacks during existing attacks, hurt stun, dash, or cooldown. Use directional rectangular hitboxes and body hitboxes; only register one hit per attack during its active window. On a successful hit, apply knockback (about 260 light / 420 heavy), brief upward recoil, health loss, hit stun, screen shake, and a burst of square hit particles in yellow, orange, and white. A correctly oriented grounded crouch/block takes only about 35% of normal damage, causes a small pushback and blue-white block spark/arc instead of full hit reaction. Draw a visible pale cyan curved guard arc briefly during block impact. Keep the visual style deliberately minimal and pixel-based: draw characters and effects from hard-edged rectangles and small square particles with image smoothing disabled. Use colorful hit sparks, gray dash/landing dust, subtle screen shake on impact, and no invented menus, combo counters, special meters, extra arenas, or additional characters. The entire round should remain readable in one fixed arena with the health bars and timer communicating the rules.