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Arcade › Arena Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Karan rathore built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arena Rush yet. Play it, then tell Karan rathore what you would add next.
Arena Rush was built by Karan rathore 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 Rush 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 top-down twin-stick arena shooter titled "Arena Rush". Use a full-screen 2D canvas with a very dark navy background (#08101a). Center a rectangular combat arena inset about 6% from the left/right edges, 10% from the top, and a small margin from the bottom. Fill it with dark blue-gray (#0e1c2b), a thin cyan translucent border, and subtle square grid lines spaced about 42 pixels apart. Place four circular static obstacles in a symmetric 2x2 layout inside the arena, around 26% and 74% of arena width and 32% and 70% of arena height. Obstacles are dark slate-blue circles with a lighter blue outline and a small offset black shadow; they block player and enemy movement and bullets. The player is a cyan circular unit at the arena center, radius about 15 pixels, with a pale/white outline and a short dark rectangular gun barrel extending in the facing direction. Draw a small horizontal health bar above the player, 44 pixels wide, with a translucent dark background and cyan fill proportional to 100 maximum health. The player moves at 260 pixels per second, cannot leave the arena, and collides with the circular obstacles. Aim toward the mouse cursor and hold the mouse button to fire automatically every 0.18 seconds. Player bullets are fast cyan tracer lines traveling in the aim direction. Each hit on an enemy deals 28 damage. Spawn seven rival bots at random positions within the arena, avoiding a 130-pixel radius around the player. Rivals are pink circular units, radius about 14 pixels, with pale outlines and dark gun barrels aimed toward the player. They have 55 health and move at roughly 92-127 pixels per second. Bots continuously pursue the player with some sinusoidal sideways strafing, retreat when closer than about 190 pixels, and shoot when within 470 pixels, with a shot interval randomized around 0.75-1.2 seconds. Enemy bullets are pink tracers and each hit deals 12 player damage. Both player and bots collide with arena bounds and the four obstacles; bullets disappear on arena boundaries or obstacle impact. Show small colored particle bursts on bullet hits and larger bursts when a bot is destroyed. The match lasts 60 seconds. Display a fixed top-center HUD with three dark translucent rounded pills labeled Score, KOs, and Time, with cyan values. Start at Score 0, KOs 0, Time 60; count time down in whole seconds. Destroying a bot gives 100 points and increments KOs; after about 1.8 seconds, respawn a replacement bot, maintaining the pressure. The game ends when the timer reaches zero with title "Time!", or when player health reaches zero with title "Knocked out". Show a dark translucent end overlay with the text "You scored [score] points and knocked out [KOs] rivals." and a "Play again" button. Before play, show a centered menu overlay with a radial dark blue/black gradient, a rounded dark card, the title "Arena Rush" with "Rush" in cyan, the description "Dash through a compact arena, outplay rival bots, and survive the 60-second showdown.", and a bright cyan "Start match" button. Include the desktop hint "WASD / arrows to move · mouse to aim · click to fire" and the small note "Fast browser build — no download needed". Use a clean dark modern sans-serif interface with rounded pills/cards, subtle shadows, and cyan/pink contrast. Support keyboard movement with WASD and arrow keys, mouse aiming and firing, and coarse-pointer mobile controls: show two translucent 128px circular virtual sticks at the bottom corners, a left movement stick and right aim stick, each with a cyan knob. On mobile, the left stick controls movement and the right stick aims and continuously fires while active. Keep the camera fixed overhead; there is no scrolling camera.