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Job Survivors

  • 2d
  • top-down
  • survivor
  • arcade
  • endless
  • action
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.

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Make your own game

Job Survivors 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 Job Survivors 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 Job Survivors

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 fullscreen 2D top-down arena survival game titled “Job Survivors.” Use an HTML canvas that fills the viewport, with a fixed overhead view and no scrolling camera: the player moves within screen bounds on a dark navy background (#121926) covered by a subtle blue-gray square grid with lines every 48 pixels. Keep the aesthetic clean, minimal, and arcade-like, using simple colored circles, small particle bursts, emoji job icons, and translucent dark HUD panels rather than detailed illustrations.

At the start, show a centered dark modal menu titled “Job Survivors” with the subtitle “Pick a career. Survive the workday.” Present five selectable career cards, each with its emoji, name, color, stats implied by the description, and the exact job fantasy below:
- Firefighter 🧑‍🚒, orange (#ff7a45): 150 HP, damage 22, range 170, movement speed 180, attack interval 0.16 seconds. High HP; automatically emits a forward/nearby flamethrower-style attack that damages every enemy in range for 45% of base damage per attack, and takes 20% less contact damage.
- Doctor 🧑‍⚕️, mint (#70d7c1): 110 HP, damage 28, range 210, speed 170, attack interval 0.55 seconds. Automatically throws mint poison-scapel projectile(s); every 15 seconds, create a mint healing pickup near the player. Healing pickups restore 25% max HP when collected.
- K-Pop Idol 🎤, pink (#ff7bd4): 95 HP, damage 18, range 150, speed 195, attack interval 0.75 seconds. Automatically creates a pink soundwave/ring burst around the player, damaging all enemies in range and giving each hit enemy a 20% chance to be stunned for 1.5 seconds.
- Software Engineer 💻, blue (#6bb4ff): 100 HP, damage 16, range 260, speed 175, attack interval 0.3 seconds. Automatically fires three small blue projectiles toward the nearest enemy: one straight and two angled approximately +/-0.22 radians, representing autonomous drones.
- Judge ⚖️, gold (#f5c95b): 105 HP, damage 55, range 115, speed 165, attack interval 1.1 seconds. Automatically creates a gold gavel shockwave that hits every enemy in range, briefly stuns them for 0.15 seconds, and has a 25% chance per hit to deal double critical damage.

After choosing a career, hide the menu and begin the run with the circular player avatar centered on screen. Draw the player as a solid circle in the selected job color with a white outline, the selected job emoji centered on it, and a small horizontal HP bar above it (dark backing with a green fill). The player has no manual attack aiming: automatically attack on its class timer, always selecting the nearest enemy if one is within that class’s attack range. For projectile attacks, use small colored circles traveling toward the target at about 360 pixels/second, with a short lifetime; detect projectile-enemy circle collisions and deal damage. For area attacks, show brief colored particle bursts at hit locations and around the player.

Control movement with WASD and arrow keys, normalized for diagonal movement. Clamp the player to the screen, approximately 26 pixels from the horizontal edges and 70 pixels from the top (to avoid the HUD), and 26 pixels from the bottom. Also add touch controls: a translucent four-button directional pad at bottom-left and a large translucent circular ✦ attack button at bottom-right. The attack button should trigger/refresh the attack timer on pointer down, while normal attacks remain automatic. Prevent page scrolling and support pointer/touch input.

Enemies continuously spawn just outside one of the four screen edges and move directly toward the player. Start spawning roughly once per 1.05 seconds, with the spawn interval decreasing over time but never below 0.22 seconds; sometimes spawn an additional enemy as elapsed time grows. Standard enemies are purple circles (#7d5ab5), radius 11, starting at 30 HP and speed 44; elite enemies are less frequent purple-pink circles (#b04d7a), radius 16, starting at 80 HP and speed 30. Scale enemy HP by (1 + elapsed seconds / 180), and gradually increase movement speed by elapsed * 0.035. Enemies do contact damage continuously at 18 HP/second while overlapping the player, with the firefighter receiving only 80% of that damage. Slightly push enemies away during contact. Draw a small dark health-bar backing above each enemy and a red/pink fill proportional to remaining HP. Stunned enemies should stop moving and display a small gold ✦ above them.

When enemies die, increment the kill count, create a purple XP gem at their position, and emit a burst of around 10 small colored particles; use gold particles/gems for elite deaths. XP gems are small circles colored lavender (#9a8cff), and are automatically collected when within 28 pixels of the player. Each normal or elite kill awards 2 XP. Collected XP fills the level progress bar. Begin at level 1 with XP requirement 12; after leveling, subtract the requirement, increase the next requirement using approximately floor(old requirement * 1.35 + 4), pause gameplay, and show a centered “LEVEL UP” modal with “Choose an upgrade.” Offer three randomly selected choices from these exact upgrades: “Attack Range Up” — “Expand skill / weapon reach by 25%” (multiply attack range by 1.25); “Speed Boost” — “Increase movement speed by 15%” (multiply movement speed by 1.15); and “Emergency Repair” — “Restore 30% max HP” (heal 30% of max HP without exceeding max). Resume play and hide the modal after one choice.

The Doctor’s periodic healing kit should appear as a mint circular pickup near the player and restore 25% max HP on collection. Keep pickups visible until collected. Add short-lived square particle effects for attacks, hits, and deaths: particles should scatter radially, fade over about 0.35 seconds, and use the originating attack/enemy color.

During play, show a fixed top HUD over a subtle dark gradient. Include pills for the selected class icon/name, “LV” and the current level with a green XP progress bar, a timer formatted m:ss starting at 0:00, a skull icon and kill count, and a heart icon with current/max HP. Use dark translucent pill backgrounds, thin blue-gray borders, rounded corners, and compact white text. The run has no explicit win condition: the goal is to survive as long as possible and defeat enemies until HP reaches zero.

When HP reaches zero, stop the run, hide the HUD, and show a centered “GAME OVER” modal stating “You survived [m:ss] and defeated [kills] enemies.” Include a gold “Restart” button that returns to the career selection menu. Keep the responsive layout: five cards in a row on wide screens and two columns on narrow screens; level-up choices are three columns on wide screens and one column on mobile. Use the same dark navy, rounded-panel, high-contrast minimalist visual language throughout.

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