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Arsenal Arena

  • 2d
  • top-down
  • arena-shooter
  • arcade
  • mobile
  • neon
0
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How to play

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

Discussion

Nobody has said anything about Arsenal Arena yet. Play it, then tell JESUS JEREMÍAS GÓMEZ MEJÍA what you would add next.

Make your own game

Arsenal Arena was built by JESUS JEREMÍAS GÓMEZ MEJÍA 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 Arsenal 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.

Read the build brief for Arsenal Arena

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.

Rebuild a browser game titled “Arsenal Arena” as a full-screen, responsive 2D top-down arena shooter on an HTML canvas. Use a dark navy background (#07101d) with a subtle evenly spaced blue grid (about 48px cells), no camera scrolling: the entire arena is the viewport and the player is clamped inside its edges.

The player is a simple cyan/sky-blue circular avatar at the center (radius about 18px), with a pale rectangular gun barrel extending from its edge in the direction of aim, and a translucent blue circular aura around it (about 42px radius). Aim toward the mouse or touch pointer; continuously rotate the player and barrel toward that pointer. Move with WASD or arrow keys, and provide large touch-friendly on-screen directional buttons (up, left, down, right) in the lower-left. Movement speed is about 230 pixels/second, with diagonal movement normalized.

Enemies continuously spawn just outside a random edge of the viewport (left, right, top, or bottom), then home directly toward the player. They are red enemy space-shooter sprites, approximately 48x40 pixels, rotated toward the player; if an image asset is unavailable, use a red circular enemy fallback. Each enemy has a 2 HP health bar above it, moves at a randomized speed around 50–78 pixels/second, and damages the player by contact at roughly 28 health per second. Enemies can overlap/arrive from all directions. Destroying an enemy gives 1 point. Spawn timing starts around once every 1.1 seconds and becomes faster as score rises, but never faster than about once every .35 seconds.

Support mouse/touch click-and-hold shooting and a prominent lower-right red circular FIRE button. Shooting is aimed in the current pointer direction, spawns colored projectile circles, and emits a brief burst of small colored square particles from the barrel. Projectiles travel quickly, disappear after about 1.1 seconds or outside the arena, and damage enemies on collision. Implement four selectable weapons with the following exact behavior and Portuguese display names: PISTOLA (cooldown .24s, 1 damage, speed 620, no spread, 4px yellow projectile, 12-round magazine, 60 reserve, .8s reload); ESCOPETA (cooldown .62s, 1 damage per pellet, speed 520, spread .22 radians, 5 pellets, 5px orange projectiles, 6 magazine, 30 reserve, 1.1s reload); METRALHADORA (cooldown .08s, .7 damage, speed 760, spread .08 radians, 3px cyan projectiles, 30 magazine, 120 reserve, 1.5s reload); CANHÃO LASER (cooldown .5s, 3 damage, speed 1100, no spread, 7px magenta projectiles, 5 magazine, 25 reserve, 1.4s reload). Start with full magazines and reserves. Automatically begin reloading when attempting to fire with an empty magazine; also support a RECARREGAR button and R key. Reload only fills the current magazine after its weapon-specific timer, using available reserve ammo. Weapon switching cycles with the TROCAR button, and number keys 1–4 select weapons directly. Switching should update the weapon and ammo HUD.

Display a fixed overlay HUD above the canvas. At top left show a rounded dark translucent pill with a thin blue border and bold white text “ARMAS: [weapon] · MUNIÇÃO: [current]/[reserve]”. At top right show a matching pill with “PONTOS: [score] · VIDA: [health]”. Use Portuguese text throughout. On initial launch, show the centered large title “ARSENAL ARENA” around the upper-middle of the screen, with the instruction line: “WASD / setas para mover · mouse/toque para mirar · clique ou FIRE para atirar · 1-4 troca arma”. Clicking/tapping the canvas or pressing Space/Enter starts the game and removes the intro message. The on-screen controls remain visible: lower-left translucent blue rounded directional buttons; lower-right vertically stacked TROCAR (amber/brown), RECARREGAR (blue/dark), and FIRE (large red circle). Make controls responsive, touch-action disabled, and suitable for mobile; on larger screens the controls may be slightly translucent.

Render particles as short-lived 4px squares, and give projectiles distinct weapon colors. Keep the visual style minimal neon arcade: white bold outlined/shadowed typography, dark navy grid arena, cyan player, red enemies, bright projectile colors, rounded translucent HUD/control panels. When health reaches zero, stop gameplay and show centered “FIM DE JOGO”, a smaller line “Pontuação: [score] — toca em jogar de novo”, and a “JOGAR DE NOVO” button that resets score, health, ammo, enemies, bullets, particles, and player position. Keep score and health live in the HUD, clamp displayed health at zero, and preserve the full-screen portrait/landscape responsive layout.

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