Appearance
Arcade › Circle Arsenal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Circle Arsenal yet. Play it, then tell zdixon321 what you would add next.
Circle Arsenal was built by zdixon321 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 Circle Arsenal 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 Three.js-style top-down arena survival shooter titled “Circle Arsenal.” Use an orthographic camera looking straight down at a circular arena with radius about 25 units. The arena floor is very dark blue-gray (#142231) with a subtle square grid, a glowing blue circular boundary ring, dark atmospheric background/fog, shadows, and a few crate props arranged around the perimeter when available. Keep the camera centered on and following the player, showing roughly a 19-unit-high view; the player stays inside the arena edge. The player is a small white/light-gray cylindrical disc at ground level with a narrow bright-blue rectangular nose/bar pointing in the current aim direction. Start at the arena center with 120 HP, speed 10, and a weak Common Leonardo DeSMACK “busted Piece of Wood” sword that deals 3 damage, has a 0.62 radius, and a 1.15-second cooldown. Movement and aiming are coupled: WASD or arrow keys move in the corresponding direction, including diagonals, and the player’s blue nose and weapon aim rotate to that movement direction. On touch devices provide a virtual joystick on the lower left; joystick direction moves and aims the player. Spawn an initial group of 8 enemies around the arena perimeter, then continuously spawn more while keeping the active count under a wave-dependent cap (maximum 36, target 8 + wave*3). All enemies move directly toward the player and damage on contact with a short per-enemy cooldown. Include three clearly distinct enemy types: red/pink cylindrical grunts with about 42 base HP and 10 contact damage, orange larger brutes with about 80 base HP, slower movement, larger radius and 18 contact damage, and purple/magenta triangular runners with about 28 base HP, fast movement and 10 contact damage. Add wave scaling to enemy HP and speed. Every 14 kills, increment the wave and show a centered message such as “WAVE 2: MORE ENEMIES.” The player has three replaceable inventory slots: gun, sword, and healing item. Start with a randomly generated gun and heal as well as the specified starter sword. Generate 10 randomized items per ordinary manufacturer, using Common, Uncommon, Rare, Epic, and Legendary rarities with approximate weighted chances 42/28/17/9/4 and multipliers 1/1.16/1.36/1.62/1.95. Display rarity using its color: Common pale gray, Uncommon green, Rare blue, Epic purple, Legendary gold. Picking up a loot item replaces the item in its corresponding slot. Implement these gun manufacturers and behaviors: VLADOX guns fire rapidly, do low damage, and are always full-auto; NitroDivo guns have medium rate and damage and are randomly full-auto or semi-auto; Leiroj guns fire slowly with high damage and are always semi-auto; Zero Manufactures guns use heat rather than a conventional magazine, build heat per shot, cool over time, and trigger a 7-second vent lockout when overheated. Ranged shots are colored by manufacturer, travel as small glowing projectiles in the current aim direction with randomized weapon spread, damage the first enemy hit, and disappear on impact, after about 1.6 seconds, or at the arena boundary. J fires; holding J fires full-auto guns, while semi-auto guns fire once per press. Implement melee manufacturers: Leonardo DeSMACK swords are high-damage 360-degree attacks with a very small radius; HyperionVX swords have lower damage, longer reach, and a larger radius. K performs a radial melee attack on all enemies within the sword radius and briefly displays an expanding translucent colored ring centered on the player. Healing manufacturers: Lijgo heals based on a bank of damage the player has dealt, with a maximum charge and a minimum damage requirement; HealWares restores a fixed amount on cooldown. L uses the healing item. Also support the chest-only Max Healing Hypers: they fully heal and emit a damaging radial pulse ring that damages nearby enemies. Enemies have a 37% chance to drop normal loot on death, with the drop type weighted toward guns (about 58%), then swords and heals. Make loot hover slightly and rotate in place; use a sword GLB prop for sword loot when available, otherwise use simple glowing colored geometric meshes. Guns and other loot can be simple small glowing box-like meshes colored by rarity. Press E to collect the nearest loot within about 2.2 units; on collection equip it, reset that slot’s cooldown/weapon state, and show an “EQUIPPED [manufacturer]” message. Show floating colored damage numbers and healing values above entities. Give every enemy a 3% chance to cause a rare chest event instead of a normal loot drop. A chest event should wipe all currently active enemies, add 120 score, choose one reward from one of three chest-only sets, display a glowing chest/burst and a “CHEST!” message, and immediately equip the reward: Seven Charred Guns (7 full-auto high-damage guns), Deleted Code Swords (7 extremely high-damage, very fast-cooldown radial swords), or Max Healing Hypers (7 max-heal items with damaging pulses). Include the hidden typed cheat: if the player types NITRO245, grant 3 Seven Charred Gun chest rewards, 5 Deleted Code Sword chest rewards, and one random Max Healing Hyper, restoring the player to full HP and displaying an unlock message. Track score, wave, kills, HP, heat, healing charge/cooldown, active enemy count, and recent loot. Score enemy kills as 30 for brutes, 18 for runners, and 22 for grunts. End the game when HP reaches zero, show “DOWNED — SCORE [score]. Press R to restart,” and restart on R. Expose game state through window.getGameState() and allow patching through window.setGameState(patch) if implementing the same integration. Build a glassy dark HUD over the arena. At top left show HP, Heat, and Heal horizontal bars with text values, plus “Score [score] · Wave [wave] · Enemies [count] · Kills [kills].” Show the current gun, sword, and heal manufacturer, rarity, name, and key stats in a top/right panel on desktop. Show recent loot in a bottom-right panel and short keyboard help in the bottom-left: WASD/arrows move and aim, J shoot, K melee, L heal, E loot, C codex. Add a centered Codex button and a manufacturer codex overlay listing VLADOX, NitroDivo, Leiroj, Zero Manufactures, Leonardo DeSMACK, HyperionVX, Lijgo, HealWares, Seven Charred Guns, Deleted Code Swords, and Max Healing Hypers with their gameplay descriptions and generated item counts. C or the button toggles it. On mobile, hide desktop gear/help panels, retain the stats and loot log, and show the joystick plus four lower-right buttons labeled FIRE J, MELEE K, HEAL L, and LOOT. Use a clean neon-accented dark sci-fi style with simple low-poly geometry, colored emissive projectiles and attack rings, and visible shadows.