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arena fights

  • 2d
  • top-down
  • pixel-art
  • arena-shooter
  • action
  • roguelite
0
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2 plays

About arena fights

just a bad game ngl

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. 2032h.kadr built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about arena fights yet. Play it, then tell 2032h.kadr what you would add next.

Make your own game

arena fights was built by 2032h.kadr 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 arena fights 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 arena fights

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 top-down 2D arena shooter called “Arena Drop” with a crisp pixel-art presentation. Render a dark navy game background and a large centered rectangular combat arena with a blue border and subtle checker/grid-like pixel accents on the floor. Keep the camera fixed overhead, showing the whole arena scaled to the browser window.

The player is a small cyan square fighter with a dark outline, two dark eyes, a pale horizontal mouth/visor mark, and a light-gray gun barrel pointing toward the mouse cursor. Start the player near the left-center of the arena with 100 HP, 60 shield, and a SCAR with 30 rounds. The opponent is a pink square fighter with the same simple pixel face and gun, starting near the right-center with 100 HP and 45 shield. The bot should autonomously approach, retreat, or strafe relative to the player and fire when within about 570 world units, using its own SCAR.

Use real-time movement: WASD or arrow keys move the player, at roughly 190 units/second, with collision against the arena boundaries and rectangular cover. Aim with the mouse and hold the left mouse button to fire. Press Q to dash in the movement direction, or toward the cursor if no movement direction is held; dash about 90 units, clamp it inside the arena, apply a roughly 0.9-second cooldown, and show a cyan particle burst. Number keys 1–4 switch weapons: 1 PISTOL, 2 SCAR, 3 SHOTGUN, 4 ROCKET. Track ammo per equipped weapon and display the current weapon and ammo. The pistol does 18 damage at 3 shots/sec with slight spread and 12 ammo; the SCAR does 12 damage at 8 shots/sec with moderate spread and 30 ammo; the shotgun does 9 damage per pellet at 1.2 shots/sec, firing 7 spread pellets with 6 ammo; the rocket does 65 damage at 0.65 shots/sec with very low spread, 1 ammo, slower projectile speed, and a larger red impact particle burst. Projectiles are small colored square pixels, expire after a short lifetime, disappear on wall collision, and damage the opposing fighter on contact.

Implement shields that absorb up to 70% of incoming damage until depleted, with the remainder reducing HP. Add brief white hit flashes, colored impact particles, and a subtle screen shake. When either fighter reaches zero HP, stop the combat briefly for about two seconds and overlay the arena with a dark translucent panel displaying “ROUND WON” in cyan if the player survived or “ROUND LOST” in pink otherwise, plus “next round loading…”. Then advance the round and reset both fighters, weapons, ammo, health/shields, projectiles, and arena loot.

Place exactly four interactable/proximity loot objects in each round: two orange-brown treasure chests at the upper-middle and lower-middle, a green healing pickup left of center, and a blue shield pickup right of center. When the player comes within roughly 48 units, automatically open an unopened chest and randomly grant one of the four weapons with that weapon’s starting ammo; consume healing pickups to restore up to 35 HP (maximum 100), and consume shield pickups to restore up to 45 shield (maximum 100). Draw chests as pixelated orange boxes with a bright latch/highlight, and pickups as colored squares with white plus symbols. Consumed objects should disappear.

Use four pieces of blue-gray rectangular cover: two horizontal platforms stacked around the arena center, one vertical block in the upper-left area, and one vertical block in the lower-right area. Give them dark offset shadows and lighter top highlights. Fighters and projectiles must collide with these walls; bullets vanish when they hit them. Keep the visual language deliberately minimal and retro: flat navy/cobalt colors, pixelated square geometry, monospace UI, sharp borders, no gradients or realistic textures.

Build an HTML HUD over the canvas. At top-left show “ARENA DROP”, the current round, HP with a pink bar and numeric value, and a blue shield bar. At top-center show the equipped weapon and ammo such as “SCAR” and “30 / ∞”. At top-right show “BOT”, a pink health bar, and the bot’s numeric HP. Along the bottom center show the control hint: “WASD / arrows move · mouse aim + hold click fire · Q dash · E loot chest · 1-4 switch weapons” (the E text may be presented as a hint, but loot activation is proximity-based). Include translucent outlined on-screen control buttons matching the reference layout: a directional pad at bottom-left and LOOT, DASH, and a large circular FIRE button at bottom-right; they should visually fit the HUD and may be wired for touch input if supported, while keyboard/mouse remains the primary functional control. Use responsive scaling so the arena and HUD fill desktop and mobile screens without scrolling.

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