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Arcade › Arrow Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. pandawwei built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arrow Arena yet. Play it, then tell pandawwei what you would add next.
Arrow Arena was built by pandawwei 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 Arrow Arena 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 arena auto-shooter called “Arrow Arena.” Use a full-screen HTML canvas with a dark navy gradient start screen. Center a large yellow “🏹 Arrow Arena” title, the subtitle “Last archer standing!”, a prominent yellow PLAY button, and gray instructions: “WASD — Move | Mouse — Aim” followed by “Auto-shoot | Eliminate bots | Collect XP | Level up & evolve!”. Clicking PLAY starts the match. Gameplay is a real-time top-down battle in a bounded square arena approximately 900×900 world units, viewed through a camera centered on the player and rendered at the browser viewport size. The arena floor is green, with a subtle 80-unit grid and many translucent darker-green circular grass patches. A thick brown perimeter wall encloses the arena. Inside are numerous fixed brown rectangular obstacles: horizontal and vertical wall segments, square blocks around corners, and a central square block, creating a dense maze-like layout. The player and enemies cannot move through the perimeter or obstacles; circular characters are pushed apart on contact. Spawn the human player and seven colored bot archers, with room for the game to add bots up to ten simultaneously. The player is a small colored circular archer/avatar with a darker outline, a directional face/eyes indicating aim, a shadow, a name label “You,” and a level label beneath. Bots use varied bright colors, labels “Bot 1,” “Bot 2,” etc., and the same circular archer appearance. The human begins with 120 HP, movement speed 140, level 1, zero kills, and automatically fires one golden arrow every 0.55 seconds. Aim continuously toward the mouse cursor; arrows launch in that direction without a fire button. WASD or arrow keys move, with diagonal movement normalized. On touch devices, provide a left-half virtual joystick zone for movement while aiming remains handled by the pointer/touch position. Golden arrows are small fast projectiles with an orange arrowhead and travel around 360 units/second for up to 2 seconds. They collide with obstacles and the arena boundary, normally disappearing, and damage other players for 10 damage. On impact, show white and player-colored particle bursts; flash hit players briefly. Arrows can hit each target only once, and player kills increment the firing owner’s kill counter. Bots automatically move, seek nearby players or XP, circle and retreat while engaging, aim at targets, and auto-fire using the same arrow system. Dead bots leave XP and respawn after about three seconds with reset level, skills, HP, and kills; additional bots can be created when the alive bot count falls below ten. If the human reaches zero HP, stop the match and show a centered dark translucent game-over panel with a red border, “💀 ELIMINATED,” a summary such as “Level 5 · 3 Kills,” and a yellow PLAY AGAIN button that restarts a fresh match. Scatter golden XP orbs throughout the arena at the start and periodically during play. Orbs are small pulsing gold circles with a white highlight, remain in place rather than magnetically pulling toward players, expire after roughly 60 seconds, and are collected by touching them. Killing a player drops a large XP orb plus several smaller scattered bonus orbs. XP increases the player’s level: the initial requirement is 50 XP and each next requirement scales by 1.2. On level-up, restore up to 20 HP and present a centered dark level-up panel with a gold border, “⬆ LEVEL UP!”, and three randomly selected upgrade cards. Each card shows an emoji icon, gold skill name, description, and current level/max level. Selecting a card applies the upgrade. Implement exactly these upgrade types and effects: Multi Shot (up to level 3, adds two arrows per level to each volley); Pierce (up to level 3, arrows pass through one additional target per level); Bounce (up to level 2, arrows bounce off walls/obstacles that many times with reduced speed); Long Range (up to level 3, increases arrow speed 10% per level and lifetime 0.3 seconds per level); Swift (up to level 3, increases movement speed 15% per level); Regen (up to level 3, adds 2 HP/second per level to the base 2 HP/second regeneration); Explosive (up to level 2, arrows create an area burst of radius 30+20×level and damage 8+4×level to nearby players); Giant Arrow (up to level 2, increases arrow hit radius 40% per level); Rapid Fire (up to level 3, increases attack speed 15% per level); and Vitality (up to level 3, increases maximum HP by 25 per level and gives a small immediate heal). Bots should choose available upgrades automatically when they level up. Render the HUD over the game: at top-left, a dark panel containing a 200-pixel HP bar with current/max HP text and a gold XP bar labeled with the current level; at top-right, a dark kills panel showing a red skull and the kill count plus “Alive: N” beneath it. At bottom-right, show a 120×120 minimap with a dark translucent background, green arena, brown obstacle blocks, gold XP dots, white player marker, and colored bot markers. Keep the mouse cursor as a crosshair. Use bright arcade colors, simple clean vector/canvas shapes, subtle shadows, particle effects, and readable sans-serif UI text; do not use detailed sprites or a 3D perspective.