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Arcade › Bushfire Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aidan Winkowski built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bushfire Arena yet. Play it, then tell Aidan Winkowski what you would add next.
Bushfire Arena was built by Aidan Winkowski 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 Bushfire 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 playable top-down twin-stick survival shooter titled “Bushfire Arena.” Render the game in a 2D HTML canvas with a camera following the player around a large rectangular arena/world approximately 2400 x 1800 world units, showing only a viewport-sized portion at a time. Use a simple clean arcade style: a green outdoor ground with a regular square grid, scattered rectangular obstacles, circular player/enemy characters, soft drop shadows, dark outlines, and flat bright colors. The player starts at the exact center of the arena with 100 health and an Assault Rifle. Represent the player as a small blue circular soldier with a dark outline, a pale face/visor rectangle and a gun extending in the direction of aim. The player moves at roughly 270 units/second, is bounded by the arena edges, and cannot move through solid stone or wood obstacles. Aim toward the mouse/pointer position relative to the camera; while moving without aiming/firing, face the movement direction. Support keyboard WASD and arrow keys for movement, plus a virtual mobile joystick in the lower-left. Support mouse/pointer shooting and a large FIRE button in the lower-right; holding either should continuously fire subject to the weapon’s fire cooldown. Space should also fire. Populate the arena with about 45 randomly positioned obstacles, keeping them away from the starting player. Include three visual types: stone blocks (gray rectangular blocks with dark borders and shadows), wood blocks (brown rectangular blocks with dark borders and crossed lighter planks), and bushes (green oval shrub clusters with darker lower shading and small lighter green leaf spots). Stone and wood are solid, block movement, and can be damaged and destroyed by bullets; bushes do not block movement. If the player is inside a bush, hide the player sprite and instead show a subtle dashed circular concealment indicator. Enemies should still approach but should not damage the hidden player through contact while concealed. Place four weapon crates around the arena: two shotgun crates and two rocket crates. Draw them as small outlined golden/yellow boxes for shotgun pickups and orange/red boxes for rocket pickups, with a centered “S” or “R.” On touching a crate, immediately replace the player’s current weapon and remove the crate. Weapon behavior: Assault Rifle fires one small pale-yellow projectile rapidly (about every 0.095 seconds), moving quickly; Shotgun fires five pale-yellow pellets in a spread (about ±0.13 radians) every 0.55 seconds; Rocket Launcher fires one larger orange projectile about every 1.05 seconds, moving more slowly. Projectiles should visibly travel, damage enemies and solid obstacles, disappear at impacts or arena boundaries, and rockets should create a brief orange particle burst on impact or expiration. Use sensible values matching the original: rifle projectile speed about 650 and damage 18, shotgun pellets speed about 460 and damage 16, rocket speed about 250 and direct damage about 34; rocket explosions affect nearby enemies and produce particles. Start with 8 red bot enemies spawned around the arena edges. Enemies are small red circular soldiers with dark outlines, pale face/visor details, a yellow top accent and a gun pointed toward the player; draw a short health bar above each one. Each bot continuously chases the player while navigating around solid obstacles, with a randomized speed around 95–135 units/second and 65 health. When a projectile reduces an enemy to zero health, remove it and award 10 points. Add another enemy approximately every 5 seconds while fewer than 14 enemies remain. Enemies deal continuous contact damage of about 22 health per second, but only when the player is not hidden in a bush. When health reaches zero, stop gameplay and show a dark full-screen overlay with a centered panel reading “GAME OVER,” the final score, and a prominent “RESPAWN” button. Respawn should restore the player to the center with full health and the Assault Rifle, reset score to zero, hide the game-over overlay, and add six enemies. Use a smooth camera that follows the player with interpolation. Keep the world drawing behind a fixed HUD. The HUD should closely match the shown layout: upper-left translucent dark rounded panel reading “Weapon: Assault Rifle” (updating to Shotgun or Rocket Launcher), a translucent dark instruction pill centered near the top reading “WASD / joystick to move · Mouse / FIRE to shoot,” and an upper-right translucent dark rounded “ARENA SCOREBOARD” panel with rows “You” and “Bots remaining,” displaying score and current enemy count. Put a wide rounded health bar centered at the bottom, dark outlined with a green-to-yellow fill proportional to the player’s 0–100 health. Put the translucent circular joystick with a movable blue knob in the lower-left and a large translucent red circular FIRE button in the lower-right. Make the HUD responsive to desktop and mobile viewport sizes, prevent page scrolling/touch gestures, and retain the minimalist dark translucent panel styling, rounded corners, shadows, and bold readable system font seen in the reference.