Arcade › Oro Zone
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Naol Miretu built it with Cinevva, so it works on a phone or a tablet too.
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Oro Zone was built by Naol Miretu 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 Oro Zone 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.
Recreate "ORO ZONE" as a portrait-friendly 2D top-down arena shooter/menu game with a dark neon Ethiopian-inspired visual identity. Use a full-screen HTML canvas for the world and a fixed UI overlay. The background should be a repeating near-black/navy checkerboard of small square tiles (roughly 48px cells), with cyan/teal accents, gold highlights, and translucent navy panels. Use bold clean sans-serif typography, rounded corners, cyan borders/glows, gold-to-orange primary buttons, and a small top-left “ORO ZONE” brand where ORO is gold and ZONE is cyan. Show a top-right connection indicator reading “● Connected” in mint green. On first launch, show a centered language-selection panel, matching the supplied visual: a large dark translucent rounded rectangle with cyan outline/glow, the gold title “ORO” and small cyan “ZONE” beneath it, then the multilingual heading “Choose Your Language / Afaan Filadhu / ቋንቋ ይምረጡ”, the subtitle “Select your language”, and three large vertically stacked buttons: a gold primary button “🇪🇹 Afaan Oromoo”, then dark cyan-outlined buttons “🇬🇧 English” and “🇪🇹 Amharic”. Store the selected language locally and open the main menu on later launches. Translate the main navigation strings into English, Afaan Oromoo, or Amharic as provided by the selected language. The main menu is another centered panel with the ORO ZONE heading, a small Wi-Fi/hotspot invitation (“Play with friends on Wi-Fi or hotspot”), and stacked buttons: PLAY (gold primary), MULTIPLAYER, FRIENDS, SETTINGS, PROFILE, LANGUAGE, and a red-accented EXIT. Implement the visible screens and navigation: Friends shows ORO_WARRIOR and BIRR_RUNNER online in mint, ADDA_SCOUT and RIFT_SNIPER offline in pink/red, plus a direct same-Wi-Fi/hotspot connection note and BACK. LAN MULTIPLAYER shows HOST GAME and JOIN GAME, with the same connection explanation and BACK. Settings shows a list of Graphics Quality, Sound, Music, Controls, Sensitivity, Vibration, and FPS, each displaying “ON · HD”, plus navigation to Friends, Language, and Back. Profile shows an Ethiopian flag skin card, “Human-style field outfit”, ORO WARRIOR, and “Head · Shirt · Pants · Shoes · Backpack” with “Customizable”, plus Back. These are presentation/navigation screens; do not invent extra progression or settings behavior. PLAY starts a training match immediately; in LAN mode it can be started after the host/join flow. The game view remains the same tiled canvas. Spawn the local human-style avatar near the center/lower-middle and four stationary target/enemy humanoids at random positions in the arena. Draw every humanoid as a simple glowing sprite made from shapes: brown circular head, green shirt, yellow torso/lower clothing band, red lower band, dark blue legs and black shoes. Give the local player a cyan glow; enemies alternate gold and pink/red glow, and display a small mint health bar above each enemy. There is also support for remote network players drawn with a purple glow. Add the in-match HUD: centered top stat cards for SCORE (initially 0), AMMO (initially 30), and MODE (LAN); a pill-shaped centered notice near the upper portion reading “TRAINING MATCH” offline or “LAN MATCH STARTED” / “LAN CONNECTED” when connected; a lower-left HP display starting at 100 with a pink/gold horizontal health bar; a right-side chat panel near the top with up to the latest three messages, a text field, SEND button, and a speaker mode ON/OFF button. At the bottom left show a decorative circular virtual movement stick with a cyan ring and inner knob. At bottom right show a 2x2 circular action pad: jump arrow, crouch/down arrow, pink shoot button marked ◉, and reload ↻. Implement the actual mechanics precisely: keyboard W/A/S/D or arrow keys moves the local player at about 3 pixels per frame, clamped inside the arena (x 35..canvas width-35 and y 95..canvas height-75). Press Space, click/tap the canvas while in a match, or use the shoot action to fire. Each shot consumes one ammo. The shot checks enemies in iteration order and damages the first enemy within 260 pixels of the player by 34 HP; award 10 points for a nonlethal hit and 100 for a kill. When an enemy reaches zero HP, immediately respawn it at a random location with 100 HP. Reload resets ammo to 30. Health is displayed but there is no implemented enemy attack or health reduction, so keep HP at 100 during normal play. The jump and crouch buttons may be visible controls without adding unimplemented behavior. Include a simple LAN multiplayer UI using WebRTC peer connections with no ICE servers: HOST GAME creates and displays a JSON offer with COPY, accepts a pasted answer; JOIN GAME accepts a pasted offer, creates/displays a JSON answer with COPY. Use a data channel named oro-zone to send start, player state, shot, and chat messages. On connection, update the top status and notice to connected/LAN connected; render remote player state. Include optional voice/speaker mode using microphone permission and an audio transceiver; if permission is unavailable, show a microphone permission notice. Chat messages should use the local display name ORO_WARRIOR and synchronize over the data channel. Keep the game arcade-like and minimalist: no invented weapons, maps, powerups, enemy AI, teams, lives, or progression. The art should remain flat geometric pixel-like shapes with neon glows over the teal/navy checkerboard, optimized for touch-friendly portrait screens.