Appearance
Arcade › Spider Buckshot
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Clarissa Duer built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Spider Buckshot yet. Play it, then tell Clarissa Duer what you would add next.
Spider Buckshot was built by Clarissa Duer 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 Spider Buckshot 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.
Create a playable top-down 2D pixel-art survival shooter titled “Spider Buckshot.” Render the game on a full-screen crisp, pixelated canvas with nearest-neighbor/no smoothing. The world is a large bounded 2200x2200 forest, viewed from above with the camera following the player and clamped at the world edges. Use a dark green palette: a subtle 48px checkerboard forest floor in deep greens, scattered animated grass tufts, and many blocky layered trees with brown trunks and dark/mid/light green foliage. Trees and grass should sway continuously, and sort trees by their Y position so those below the player visually overlap them while those above appear behind the player. Keep the presentation strongly 8-bit, with rectangular pixel shapes, chunky silhouettes, and a dark forest atmosphere. The core loop is to move around, aim, and survive increasingly dense waves of spiders while killing them with a short-range shotgun. Start on a title overlay reading “SPIDER BUCKSHOT,” “8-bit forest survival,” and controls: move with WASD/arrows, aim with mouse or right thumb, shoot with click/tap/space. Include a prominent START button. When the game starts, place the player at the center of the world with 100 HP, score 0, wave 1, and two shotgun shells out of two. Spawn seven spiders initially near the world edges, then continuously spawn additional spiders around the player at a distance while the active count is below 6 + wave*3. Increase the wave whenever score reaches wave*120. The game ends when HP reaches zero and shows a centered “GAME OVER” card with the final score and wave, the line “The forest is crawling again.” and a RESTART button. The player is a small blocky human viewed from overhead/behind: a tan square head, dark green rectangular body, green arms, blue trouser/leg blocks, and dark boots. Give the character an idle bob and a simple alternating walking animation while moving. The player moves at approximately 210 world units/second, clamped inside the world. Aim toward the mouse/touch pointer converted into world coordinates; when using only the mobile movement stick, face the stick direction. Draw a chunky shotgun extending in the aim direction, with a brown stock/barrel body and a light gray-beige muzzle. Add visible shotgun recoil, a reload/pump animation, and a brief bright orange/yellow muzzle flash with screen shake on firing. Shooting uses two shells and a 0.33-second firing cooldown. If ammunition is empty, initiate a reload; after firing the final shell, automatically reload after about 1.05 seconds, and refill to 2/2. Each shot emits nine small yellow square pellets from the shotgun muzzle, traveling rapidly in the aim direction with random angular spread of roughly +/-0.34 radians and short lifetimes around 0.18–0.34 seconds. Pellets disappear on impact or expiry. A pellet hitting a spider reduces its HP by one and creates a dark magenta pixel blood/splat effect. Normal spiders have radius 16 and 1 HP, move toward the player at roughly 88 + wave*5 speed, and award 15 points when killed. Larger spiders appear with probability increasing with the wave (capped at 28%), have radius 24, 3 HP, move slower at roughly 58 + wave*5, deal 16 contact damage per second, and award 35 points when killed. Normal spiders deal 9 contact damage per second. Spiders should home toward the player, with a slight sinusoidal wiggle, and damage the player continuously while touching them; add mild screen shake from contact damage. Draw spiders as animated dark purple/near-black pixel creatures with eight articulated-looking legs, a bobbing/squashing body, a darker or purple underside stripe, and two blinking red eyes. Larger spiders use a deeper purple body and visibly larger proportions. Flash the spider pale green/white briefly when hit. On death, leave fading blocky dark red/magenta splats. Keep all sprites and effects rectangular and low-resolution in style. Add a fixed HUD over the canvas using a pixel arcade font style, with four readouts across the top: “HP 100,” “SCORE 0,” “WAVE 1,” and “AMMO 2/2.” Update values live; show “LOAD” while reloading. Use pale yellow-green text with a dark shadow. On desktop, support mouse pointer aiming, pointer click shooting, keyboard movement (WASD and arrow keys), and Space shooting. On mobile/touch, provide a translucent lower-left virtual joystick with a square/pixel frame and green knob for movement, plus a lower-right orange “SHOT” button. The mobile controls should remain visible but be more translucent on desktop. Ensure the title/restart card and controls are interactive, and prevent page scrolling during touch play. Include subtle audio feedback for the shotgun shot if available, but the game must remain playable without audio.