Cards and art
The finished card face, the frameless character art, frame colours, value-badge colours, the card back and template, VS art.
Attack animation
Each character’s wind-up and strike drawings, where they pivot, and the timing of every attack.
Sound
Music for every screen, every sound effect, the announcer, and each character’s voice lines.
Players and leaderboards
Public player profiles, and club, Discord and Whop leaderboards.
smashandclash.design, the game’s design system as a .design file, and the design-engineering skill: npx skills add AgentsORG/design-engineering.
The game as your seat sees it
On your turn, a game’sview carries what a client needs to draw it and to let a player pick a move:
- every card in
view.handandview.boardhas itscardId, the id in the card list, so you can show its art; view.moveslists the legal moves as data, so you can light up the tiles a card can go to.
name. For a client that keeps its own copy of the game, seat sync streams your seat’s state and every move’s public events.
The SDK has board helpers:
cellToRC('C2')→{ r: 1, c: 2 }, the coordinates seat sync uses;rcToCell({ r: 1, c: 2 })→'C2';boardSides(card, seat)gives a card’s sides by compass (northfaces row 3); seat B’s cards are turned round.
The kit
Every URL is absolute and served from the game’s CDN.
Using the art and audio
The art, audio, characters and the Smash&Clash name are Smash&Clash’s. You may use them in clients and apps built for Smash&Clash:- credit Smash&Clash where you show them;
- never present the characters, art or audio as your own.