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Brainrot Shenanigans

  • pixel-art
  • auto-battler
  • arcade
  • battle-royale
  • menu-driven
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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. Guycome4me built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Brainrot Shenanigans was built by Guycome4me 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 Brainrot Shenanigans 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 Brainrot Shenanigans

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.

Recreate “Brainrot Shenanigans” as a browser-based 16-bit pixel-art auto-battler with no direct player-controlled fighter movement. Use a full-screen responsive canvas with a dark navy/black background, neon red and electric-blue glow, pixelated shapes, and the Press Start 2P-style bitmap font. The game flow is: title menu → mode selection → fighter selection → automatic arena battle → winner panel.

Title menu: show a centered glowing white title in two lines, “BRAINROT” and “SHENANIGANS,” with a red offset shadow and red/blue glow. Under it display “16-BIT AUTO-BATTLER CHAOS” in small light-blue spaced lettering. Add a large red START button with a thick cream/white border, dark red offset shadow, and red glow. Behind the menu, continuously animate small floating glowing pixel squares, mostly red with some blue, drifting vertically across the screen.

After START, show a dark translucent panel with a bright blue border and the heading “CHOOSE YOUR SHENANIGANS.” Present three clickable mode cards: “TOURNAMENT MODE” with text “Pick 8 fighters. Quarter Finals → Semi Finals → Final.”; “1v1 MODE” with “Pick 2 chaos icons. One arena. One winner.”; and “FREE FOR ALL MODE” with “All 26 at once. Last one standing wins.” Include a small blue BACK button returning to the title.

Fighter selection: show a scrollable responsive grid of fighter cards inside a dark panel. Each card has a simple geometric pixel portrait (colored square head/body, dark hair/face blocks, white pixel eyes), the fighter name, a horizontal power bar, and the power number plus special move name. Include this exact 26-character roster and values/specials: Goku (95, Kamehameha), Naruto (88, Shadow Clone Rush), Luffy (90, Gum Gum Pistol), Ichigo (89, Getsuga Tensho), Deku (82, Detroit Smash), Tanjiro (80, Water Breathing Slash), Gojo (98, Hollow Purple), Asta (84, Demon Slash), Napoleon (60, Tiny Emperor Charge), Tung Tung Tung Sahur (85, Bat Slam), Nagi (86, Trap God Volley), Isagi (84, Meta Vision Shot), Light Yagami (78, Death Note), Noob (50, OOF Explosion), Annoying Orange (65, Annoying Scream), La Peace (70, Peace Bomb), Spiderman (88, Web Sling Slam), Darth Vader (92, Force Choke), Cyborg (85, Sonic Cannon), Buzz Lightyear (83, To Infinity Laser), Batman (86, Bat Batarang Barrage), Shrek (90, Ogre Smash), Skibidi Toilet (75, Skibidi Blast), Sigma Chad (88, Sigma Aura Punch), Mr Bean (55, Teddy Throw Chaos), John Cena (91, You Can’t See Me Slam). Cards toggle selected state with a yellow border. In 1v1 require exactly two selected fighters; in Tournament require eight; FFA automatically selects all 26. Show selection count text and a FIGHT! button disabled/half-opacity until the needed roster size is selected.

Arena: draw a full-screen automatic battle field on the canvas. Use a vertical gradient from dark magenta/purple at the top through deep blue to near-black at the bottom. Add subtle red blocky architectural bands in the middle/background, a thick glowing red rectangular outer border, a thinner blue inset border, blue block-like structures along the bottom edge, and a dark floor strip. Place fighters randomly inside the arena. Each fighter is a small chunky pixel humanoid made from rectangles: colored torso, peach square face, dark hair strip, white square eyes, dark mouth, colored block arms and legs, and a tiny white foot highlight. Give each fighter a dark ground shadow, a colored health bar above the head, and a tiny pixel-font name label above it (truncate long names to 12 characters on the canvas).

At battle start, fighters have 100 HP, their roster power value, random positions, random velocities, and a colored identity based on a repeating palette of red, orange, yellow, purple, cyan, green, lavender, gray, blue, and brown. They drift and bounce automatically within the arena bounds, with mild gravity, rotation, spin, and damping. In FFA fighters are smaller and move somewhat more slowly; in 1v1/tournament they are larger and move faster. When two live fighters collide, deal randomized damage based partly on the difference in their power values, reduce both fighters’ HP, knock them apart, add spin, screen shake, and spawn yellow pixel hit particles with a floating damage number. Set a short collision cooldown so they do not repeatedly hit every frame. When HP reaches zero, remove the fighter from active play and show a “KO” particle burst. The battle ends when one fighter remains, after a short delay.

Arena HUD: show a small dark translucent top-center label “ROUND 1 · AUTO-BATTLE” with a cream border and yellow text. Put a blue MENU button at top-left. At top-right show a vertically stacked live-fighter list; each row has the fighter name, colored border, dark background, and a green HP bar. Every roughly 10–15 seconds, choose a random living fighter and display its exact special text in a large centered banner near the upper middle, formatted “NAME: SPECIAL MOVE!”, with white letters, red shadow, red glow, and a pop-in animation. The special creates blue/red particles around the selected fighter and damages nearby other living fighters within a short radius; it is an automatic event, not player activated.

Also periodically create colorful floating power-up-like pixel markers in the arena at random positions, cycling among RED FIRE (+DAMAGE), BLUE SPEED (+SPEED), GREEN HEALTH (+30 HP), GOLD STAR (SPECIAL), and SHIELD (SHIELD), each represented by a colored pixel and its text. Match the visible behavior in the source: these markers are visual spawned particles and are not required to add a pickup interaction. Fighters with the BLUE SPEED status, if present, move faster; preserve the arcade-chaos presentation.

On victory, overlay a dark translucent centered panel with a thick yellow border and red glow. Display “WINNER!” as the winner’s uppercase name followed by “WINS!”, then use “Tournament round N complete.” in tournament mode or “The arena has chosen violence.” otherwise. Provide REMATCH, BACK TO MENU, and, only during tournament rounds before the third, NEXT ROUND buttons. Tournament progression starts with eight selected fighters, advances through three rounds by carrying surviving fighters into the next fight, and then ends. Keep all UI responsive: on narrow screens stack mode cards vertically, use a two-column fighter grid, shrink side bars, and preserve the pixel-art look. Add hover/press brightness and slight movement feedback to buttons and cards, but keep the battles fully automatic.

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