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Arcade › Arena Rex
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Renn Moon built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arena Rex yet. Play it, then tell Renn Moon what you would add next.
Arena Rex was built by Renn Moon 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 Rex 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.
Create a browser-based 2D top-down pixel-art boss-rush game titled “Arena Rex,” presented on a fixed 320x180 low-resolution canvas that scales to fill the browser with crisp, pixelated nearest-neighbor rendering. Use a dark Roman-coliseum palette: deep brown/red background, sandy gold arena floor with checker-like pixel speckles, layered stone arena borders, small stone pillars around the perimeter, and red banners with gold details on the sides. Use chunky rectangular sprites and a retro monospace UI with gold/tan text, dark translucent panels, orange-red borders, and subtle scanline-like striping. Flow and screens: begin with a centered splash panel reading “SUPERXGAMES,” “presents,” and “Press Enter or click to continue.” It should auto-advance after roughly 2.6 seconds, and Enter, Space, or clicking should skip it. Then show the title screen with a large gold “ARENA REX” heading with a dark red shadow, the tagline “8-bit boss rush in the heart of the coliseum.”, three bordered information cards labeled “Fight,” “Grow,” and “Survive,” and the exact explanatory ideas: fight one Roman nightmare at a time, bosses drop armor or deadlier weapons, and the player starts with 100 HP and loses the run at zero. Include a controls strip showing “Move: WASD / Arrows,” “Attack: Space,” and “Start: Enter,” plus a red raised button labeled “ENTER THE ARENA.” The title screen should also be reachable after death or Escape. When a run starts, show the playfield and HUD. The player is a tiny top-down gladiator near the lower center of the arena: a simple pixel sprite with black hair, a tan face, bright green eyes, colored armor, a red/brown arm or shield-like detail, and a small weapon. Start at 100/100 HP, Cloth armor, and a Gladius. Move with WASD or arrow keys, with normalized diagonal movement, and keep the player inside the rectangular sandy arena. The player continuously faces the most recent movement direction; Space throws a weapon projectile in that direction. The starting Gladius fires one small pale projectile, dealing 16 damage, moving at 150 units per second, with a 0.48 second cooldown. Projectiles are short-lived and disappear at arena bounds. Place one boss at a time, initially near the upper center. Display a centered “BOSS HP” label, a bordered horizontal boss health bar with a red-to-gold fill, and the boss name below it. The first boss is “Gate Lion,” a compact blocky brown enemy with dark eyes and a light forehead/crest detail, 90 HP, and a 12-pixel base size. Bosses pursue the player inside the arena. On contact they deal melee damage, with a short attack cooldown. From the second boss onward they also fire orange-red projectiles aimed at the player; from the third boss onward they periodically dash toward the player. Increase boss health, size, movement speed, melee damage, projectile damage, and attack frequency as the boss index rises. Use this exact seven-boss progression: Gate Lion (90 base HP, brown), Arena Brute (125 base HP, red), Centurion Shade (160 base HP, purple), Iron Minotaur (195 base HP, blue-gray), Sun Spear Tyrant (230 base HP, ochre/gold), Imperial Warden (265 base HP, red), and Colossus Rex (300 base HP, gold). For each successive index, add 32 HP to the base value, increase movement speed from 21 by 3.2 per index, melee damage from 10 by 2.6 per index, and projectile damage from 7 by 1.8 per index. Bosses should flash pale when struck and cast a small dark ground shadow. Their projectiles should be orange-red square pixels. The play HUD must show, in dark bordered panels at the top left: “HP [current]/100,” “Armor [tier name],” and “Weapon [weapon name].” At top right show “Boss [number]” and “Reward [last reward].” Center the boss health bar above the arena. Display temporary centered-bottom message banners such as “Enter the sand — defeat the Gate Lion.”, damage notices, boss entry notices, and “Boss defeated — claim your reward!”. On defeating a non-final boss, leave a bobbing square pickup at the boss location and require the player to walk over it. The pickup is gold/white for armor or cyan/white for a weapon. Alternate rewards according to the implemented progression: after boss index 0 give a weapon upgrade, after index 1 armor, then weapon, armor, and so on. Armor tiers are Cloth, Bronze, Legion, Imperial, and Aureate; each armor tier reduces incoming damage by 8% per tier, with a minimum of 1 damage. Weapon tiers are Gladius, Long Gladius, Pilum, Twin Pilum, and Emperor’s Trident. Use these exact weapon stats: Gladius damage 16, speed 150, cooldown 0.48, one shot; Long Gladius 22/170/0.40, one shot; Pilum 27/190/0.34, one shot; Twin Pilum 23/190/0.30, two shots with a slight spread; Emperor’s Trident 30/220/0.24, three shots with a slight spread. Color projectiles pale white, cyan, gold, and bright cyan as appropriate. Claiming any reward restores HP fully to 100, updates the HUD and last-reward text, then spawns the next boss. Award score 100 plus 50 times the defeated boss index. The final boss is Colossus Rex, the seventh boss. Defeating it should show a full-screen dark overlay with a centered bordered win panel containing a large pixel-styled gold trophy made from simple block shapes, “YOU WIN,” the message “The coliseum bows to you. Arena Rex is yours.”, and a “BACK TO TITLE” button. Enter on this screen should also return to the title. If player HP reaches zero, briefly show the death state and then return to the title with the tagline “You fell in the coliseum — press Enter to rise again.” Pressing Escape during play immediately returns to the title with “You left the sand — press Enter for another run.” Add simple synthesized retro audio after the first click or key interaction: a repeating low-volume triangle-wave chord sequence during the experience, attack, hit, reward, hurt, and death sound effects. Keep the overall presentation sparse and arcade-like, with the actual combat rendered as crisp block sprites over the sandy coliseum and all menus as large responsive HTML/CSS overlays matching the screenshot’s dark brown, gold, and red visual style.