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Fire Royale

  • top-down
  • battle-royale
  • shooter
  • arcade
  • single-player
  • canvas
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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. Yash Nerkar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fire Royale yet. Play it, then tell Yash Nerkar what you would add next.

Make your own game

Fire Royale was built by Yash Nerkar 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 Fire Royale 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 Fire Royale

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 single-player top-down battle-royale shooter titled “FIRE ROYALE” using a fixed 960×640 HTML5 canvas with a full-screen HUD overlay. The player fights 24 AI bots on a 2200×2200 scrolling map; the actual initialized match has 25 total combatants including the player. The camera smoothly follows the player and is clamped to the map edges.

Gameplay and goal: Start on a dark translucent menu overlay with the large title “FIRE ROYALE”, a subtitle about players, a shrinking zone, and being the last one standing, plus a red PLAY button and desktop/mobile control instructions. On starting, place the player near the map center, spawn 24 bots away from the player, populate the world with loot, and begin the real-time match. Move, aim, shoot, collect equipment, survive the periodically shrinking safe zone, and eliminate all bots to win. If the player is killed or remains downed too long, show a game-over screen with rank and kills and a PLAY AGAIN button; show “VICTORY!” when all bots are eliminated.

Perspective and world: Use a flat, orthographic, top-down view with no perspective. The world is divided into broad rectangular terrain regions: a gray city area in the upper-left, a dark green forest area across the upper-right/middle, and a brown hills region in the lower portion, over a muted dark-green base. Add randomly generated rectangular city buildings in the city region, rendered gray with a dark inset and small window rectangles; round layered green trees in the forest; and muted tan oval rocks/hills below. These obstacles block movement through simple collision resolution, and the player and bots are clamped inside the map. The visual style is minimalist arcade/vector art made from simple rectangles, circles, and ellipses with subdued earthy colors and bright gameplay indicators.

Player: Render the player as a small blue rectangular body with a yellow circular head, a dark gun extending in the facing direction, and a blue armor strip when armor is present. Draw a red health bar above the player and a small blue armor bar above it. The player starts with 100 health, no armor, movement speed around 2.8, a pistol, and 12 rounds. The facing angle follows the mouse/touch aim position in screen space converted through the camera. Movement supports WASD and arrow keys, with normalized diagonal movement; while downed, movement is slower. Shooting causes a small recoil displacement.

Combat: Implement four weapons with distinct fire rate, damage, range, projectile speed, magazine size, reload duration, and color: PISTOL (18 damage, 280 ms fire rate, 420 range, 12-round magazine), SMG (12 damage, 110 ms, 310 range, 25 rounds), ASSAULT (24 damage, 190 ms, 520 range, 30 rounds), and SNIPER (55 damage, 950 ms, 850 range, 5 rounds). Fire toward the player’s facing angle using small bright yellow rectangular bullets with a short trail. Left mouse click or touch shooting fires while held; empty weapons auto-reload, and desktop R performs a reload. Bullets expire after their weapon range and damage bots or the player on close contact. Armor absorbs part of incoming damage before health. On health reaching zero, put the player into a downed state for roughly 8.5 seconds before death; bots die directly.

Bots: Render living bots as small red rectangular bodies with orange circular heads and dark guns oriented toward their movement/aim direction. Give bots randomized health around 75–110, occasional 35 armor, movement speed around 2.1–2.8, and a random pistol, SMG, or assault weapon with a full magazine. Bots wander by selecting nearby targets, chase the player when within roughly 520 units and inside the safe zone, and shoot at the player within weapon range with slight aim inaccuracy. Bots collide with obstacles, take zone damage, and may drop loot when killed. Keep a live player count and remove dead bots from active rendering.

Shrinking zone: Begin with a blue circular safe zone centered on the map at radius 1050. Draw a prominent blue outline and a lighter inner outline over the world; lightly tint the play view to indicate the dangerous outside area. Every 28 seconds, reduce the target radius to about 68% of its current radius, down to a minimum around 95, with a smooth interpolation. Entities outside the circle periodically take increasing damage; show a top-right countdown labeled “ZONE: M:SS”.

Loot and inventory: Scatter weapon and item pickups in three themed clusters—city, forest, and lower hills—plus random items around the map. Loot types are pistol, SMG, assault, sniper, medkit, armor, and grenade. Draw weapon pickups as small colored vertical rectangles with a dark detail, medkits as red rectangles with a white cross, armor as blue squares with a white center, and grenade/other generic loot as yellow circles. Automatically collect loot when the player is within about 26 units. Use a four-slot inventory shown at the bottom-left above the health bar. Weapon pickups can auto-switch and fill that weapon’s magazine. Clicking inventory slots or pressing number keys 1–4 selects weapons; using a medkit restores 45 health and using armor adds 45 armor, then removes the item. Keep the inventory capped at four slots, replacing the current weapon slot when necessary for a new weapon.

HUD: Overlay the game without blocking the canvas. At top-left show Kills and Rank; centered at the top show “N Players”; top-right show the zone timer. Under the top-left area show a kill feed with up to five dark translucent entries in the form “YOU eliminated BOT” or bot eliminations. At bottom-left show a 200×18 dark health/armor bar labeled “HEALTH / ARMOR”; armor is a blue layer and health is a red gradient layer. At bottom-right show a dark ammo panel with current rounds/max magazine and the weapon name. At bottom-right above that, show a 140×140 dark bordered minimap: simplified city/forest/hills blocks, the blue safe-zone circle, red dots for living bots, and a green player dot with a short direction line. Keep the compact controls hint along the bottom center on desktop: “WASD / Arrows: Move | Mouse: Aim & Click to shoot”.

Mobile controls: At viewport widths up to 768px, display a translucent circular joystick at bottom-left with a movable central knob, and a circular red-outlined SHOOT button at bottom-right. The joystick provides normalized movement and the shoot button supports held firing. Keep touch input from scrolling/zooming the page. Hide the desktop controls hint on mobile.

Audio feedback: Add lightweight Web Audio feedback after user interaction: short gunshot tones, quiet footsteps while moving, a zone-shrink tone, hit sounds, and pickup sounds. Use no external assets; draw all visuals procedurally with canvas and HTML/CSS overlays. Maintain the clean, sparse, low-detail aesthetic visible in the game: small colorful geometric characters and pickups against large muted brown/green/gray terrain areas, with bright red/blue/yellow HUD and combat accents.

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