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Arcade › Ink Rush

Ink Rush

  • top-down
  • arcade
  • territory-control
  • shooter
  • 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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ink Rush yet. Play it, then tell the creator what you would add next.

Make your own game

Ink Rush was built 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 Ink Rush 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 Ink Rush

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 browser-based top-down arcade game titled “Ink Rush” (Chinese UI text is appropriate). Use a fixed 960x600 arena rendered on a full-screen responsive HTML canvas, centered in the viewport against a very dark navy background. The arena is a dark blue rectangular field with a thick muted-blue border and a subtle 24px square grid. Populate it at reset with about 240 translucent circular ink stains scattered randomly across the field; each stain is cyan/teal (#19d4c6) or hot pink (#ff4f9a), with varying radius around 7–19px. The game is a 75-second territory contest: the player controls one cyan ink character and three pink opponents. The starting territory meter is 50% cyan and 50% pink, calculated from the number of stains currently colored for each team. As actors move over nearby stains, recolor them to their team’s ink: cyan player movement recolors stains within roughly 28px, while each pink bot recolors stains within roughly 25px. Update a prominent top-center HUD meter with a white rounded outline, cyan fill and a score label such as “50% · 50%”; show the remaining time inside the arena near its top center as “75s”, counting down to zero. Also show a small centered instruction line above the arena: “WASD / 方向键移动 · 鼠标点击射击 · 手机左侧摇杆 + 射击键”.

The player is a cyan circular avatar of radius about 16px with a dark outline/halo, two small white eyes, and a short dark rectangular mouth/nozzle pointing in its facing direction. Place it initially at the center of the arena. Move it with WASD or arrow keys at about 220 pixels/second, clamped inside the arena margins. Aim toward the mouse/touch pointer when one is active; otherwise face the movement direction. Holding the mouse/touch on the canvas or holding Space repeatedly fires cyan projectiles in the facing direction, with roughly a 0.16-second fire cooldown. Projectiles are small pale-cyan circles traveling quickly (about 520px/sec), lasting about 1.1 seconds or until leaving the arena. On mobile, provide a translucent circular virtual joystick at lower-left and a large hot-pink circular “喷涂” (spray) fire button at lower-right; the joystick controls movement and the fire button fires while held. Keep these controls hidden until the match starts.

Place three hot-pink circular bot avatars, each visually matching the player but pink, initially around (180,140), (780,460), and (760,150). Bots wander with simple changing directions, remain clamped in the arena, and periodically change direction. If the player is within about 330px, a bot aims at the player and fires pink projectiles on about a 0.42-second cooldown; otherwise it continues wandering. Pink projectiles are small pale-pink circles with the same fast travel behavior and damage/collision behavior. Projectiles do not remove actors or use a health system: cyan shots colliding with a bot and pink shots colliding with the player create a brief burst of small particles and add several nearby ink splats in the projectile’s team color. The visible game should therefore focus on movement, spraying/shooting effects, and territory recoloring rather than health bars or kills.

Start with a centered overlay over the arena reading “INK RUSH”, with a subtle dark text shadow, the subtitle “用你的墨水占领竞技场”, and a bright pale-cyan rounded “开始比赛” button with a raised shadow. Clicking it resets all positions, stains, timer, territory, particles, and bullets, starts the match, hides the overlay, reveals mobile controls, and shows a top-right “重开” restart button. Clicking restart performs the same reset. When the 75 seconds expire, stop gameplay and show the center overlay again with either “胜利!” if cyan territory is at least 50%, or “再来一局” otherwise, plus text like “青色占地 50% · 点击重开”; hide the mobile controls while retaining the restart option.

Use a clean flat neon arcade aesthetic: dark navy page and arena, cyan versus hot-pink team colors, translucent overlapping circular stains, crisp white HUD, and minimal geometric vector drawing. Add a few tiny particles at hit locations, fading quickly. Keep the arena and all entities visible in a stable centered top-down view with no scrolling camera, no invented power-ups, levels, score bonuses, health, or enemy removal. The implementation should support both desktop keyboard/mouse and touch/mobile input and be playable immediately after pressing the start button.

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