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Orb Arena

  • 2d
  • top-down
  • arcade
  • arena
  • shooter
  • survival
  • browser
  • mobile
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. Chouhan brother built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orb Arena yet. Play it, then tell Chouhan brother what you would add next.

Make your own game

Orb Arena was built by Chouhan brother 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 Orb 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.

Read the build brief for Orb Arena

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 arena game titled “Orb Arena,” rendered in a full-window responsive HTML canvas with a fixed overhead view and no scrolling camera. Use a dark navy/blue sci-fi visual style: a radial-gradient background from deep blue near the center to almost-black at the edges, a large centered circular arena outlined with a dim cyan glow, and several faint concentric circular grid rings inside it. The arena radius should be about 43% of the smaller viewport dimension, keeping the action centered and playable on desktop and mobile.

Show an initial centered modal card over the arena. It should be a rounded dark translucent blue panel with a subtle cyan border and shadow, containing the cyan uppercase tag “QUICK BROWSER ARENA,” the large title “Orb Arena,” the description “Dash through the shrinking ring, collect energy orbs, and outscore the rival bots. Fast rounds, no download.”, and a bright cyan “PLAY ROUND” button. Starting the round hides this card. When the player dies, show a similar centered card with the tag “Round complete,” the final score as a large heading, copy stating the number of KOs and that the arena is ready for another run, plus a “PLAY AGAIN” button.

At the top of the screen, display a translucent HUD panel. On the left show SCORE, KOs, and HP with large cyan values; initialize them to 0, 0, and 100. On the right show “ARENA [N] alive” and the hint “WASD / arrows to move • auto-fire” (hide the right status panel on very narrow mobile layouts). On touch devices, show a virtual joystick at bottom-left and a circular BOOST button at bottom-right labeled “BOOST” with small “SPACE” text.

The player is a glowing cyan orb/ship in the center of the arena, approximately 16 px radius, with a bright white triangular nose pointing toward its current target and a faint cyan circular outline around it. Move it with WASD or arrow keys, or with the virtual joystick. Constrain it inside the arena boundary. Normal movement speed is about 145 pixels/second. Press Space or the touch BOOST button to give a brief 0.22-second boost during which movement speed becomes about 300 pixels/second; there is no displayed boost meter. The player automatically aims at and fires at the nearest living rival bot, with a short 0.24-second firing interval. Player projectiles are small glowing pale-cyan pellets traveling around 390 pixels/second and deal 24 damage to bots on contact.

Spawn 7 rival bots distributed evenly around the player near 55% of the arena radius. They are small colored circular enemies (cycling coral/red, orange, purple, and yellow colors), each with radius about 14, 50 maximum HP, and a small green HP bar above them. Bots move toward the player with a slight perpendicular sinusoidal strafing motion, at roughly 38–56 pixels/second. Each bot periodically fires at the player when within 310 pixels, using pink/red projectiles traveling about 220 pixels/second; these projectiles deal 12 HP damage on contact and briefly make the player invulnerable. Bots have individual randomized firing timers. When a bot reaches zero HP, remove it, increment KOs, add 100 score, emit colored spark particles, and spawn an additional energy orb.

Place 22 glowing yellow energy orbs around random positions within approximately 88% of the arena radius. They should pulse subtly and have a small random radius around 5–8 px with a yellow glow. When the player touches one, collect it, add 25 score, restore 4 HP up to a maximum of 100, emit yellow spark particles, and immediately spawn replacement orbs so approximately 22 remain available.

The arena’s safe area must shrink over time. Begin with the full arena boundary and grow a red/pink inner-ring reduction at approximately 1.35 pixels per second, capped at 35% of the arena radius. Draw the current safe boundary as a bright pink/red circular outline. If the player is outside the safe radius (with a small tolerance), continuously lose 10 HP per second and emit red sparks. Bots outside the safe radius lose 7 HP per second as well. The player dies when HP reaches zero, ending the round and presenting the round-complete overlay. There is no separate lives system or timer; the round ends only from player HP depletion.

Use simple polished 2D vector-like canvas graphics: glowing circles, additive-looking cyan/yellow/pink highlights, small particle sparks on hits and collections, translucent dark glass HUD panels, rounded cards, cyan borders, and soft shadows/glows. Keep all gameplay in one responsive canvas with UI layered above it. Support both keyboard/mouse desktop play and coarse-pointer touch play. Auto-fire requires no mouse aiming; the player always targets the nearest living bot.

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