A couch-first, rollback-ready 2D arena prototype where a fragile mage zones with readable spell geometry while a bruiser fighter uses parry, cover, and explosive movement to crack the screen open.
Shadow Fight Arena’s PC local multiplayer note reinforces same-screen gamepad support as a trailer-friendly feature.
Signal: couch combat + simple input friction.CHOPSTICKS’ one-button/parry premise suggests depth through timing and arenas, not move-list bloat.
Signal: one strong defensive verb.Phantom Breaker: Battle Grounds Ultimate spotlights nostalgic pixel art plus modern cross-platform online as a trust signal.
Signal: retro look, modern connectivity.Idol Showdown/Fraymakers/HYPERFIGHT-style communities keep calling out rollback, demos, and accessible controls.
Signal: mention netcode early.Stand-Alone’s demo pitch around weapon unlocks and skill modification maps neatly to modular spell/fighter perks.
Signal: test variants fast.Controls: Mage: A/D move, J bolt, K rune wall, L blink. Fighter: ←/→ move, 1 slash, 2 parry, 3 shoulder burst.
Rules: Fighter parry is 10 active frames. If it catches a projectile, it becomes a slow golden orb that either player can hit once. Mage can detonate it; fighter can bat it back.
Win: First to 3 stocks or best damage after 60 seconds.
Test: Does the reflected orb create hype without making mage zoning feel useless?