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Spud Storm

  • 2d
  • top-down
  • arena-survival
  • auto-shooter
  • roguelite
  • neon
  • wave-based
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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. maisonalvey750 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Spud Storm was built by maisonalvey750 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 Spud Storm 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 Spud Storm

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 2D top-down arena survival game titled “Spud Storm.” Use a full-screen dark navy interface with a canvas playfield and a fixed HUD. The visual style is polished neon arcade sci-fi: deep blue grid arena, thin blue border, glowing lime-green player, glowing pink enemies, cyan/gold/pink drops and projectiles, rounded glassy panels, and compact uppercase system UI typography.

Gameplay view and camera:
- Use a static top-down camera; the whole rectangular arena is visible at once and occupies the left/main portion of the screen, leaving a right-side loadout panel. The arena has a square grid with lines about every 32 pixels and a brighter outline. Keep the player inside the arena bounds.
- The background changes by progression: dark blue Meadow initially, slightly different blue Moon Meadow at wave 10, brown/orange Ember Crater at wave 20, and purple Void Garden at wave 30.
- Place a small randomly generated forest of destructible trees in each wave (initially about 3–8 depending on wave). Trees have brown trunks and glowing green circular foliage and cannot spawn too close to the player or each other.

Player and controls:
- The player is a glowing circular vegetable avatar with two small dark eyes, normally lime green as Sprout. Start centered in the arena with 100 HP, speed 205, damage 18, one shot, and the Pea Blaster. Support WASD and arrow-key movement. On narrow/mobile screens show a translucent circular virtual joystick at bottom-left; joystick movement replaces keyboard movement. Also allow tapping/clicking within the arena to reposition the player. Display a bottom hint: “Move with WASD / arrow keys or the joystick • auto-aim is on.”
- Combat is automatic: there is no manual aim or fire button. At a fixed fire interval, auto-target the nearest enemy, or nearest tree when there are no enemies, and fire toward it. Projectiles are small glowing colored circles moving quickly across the arena.
- The player gains passive XP over time, XP from enemies, trees, and pickups. At each level, increase damage by 3, speed by 3.5%, maximum HP by 6 and heal 18; show a floating “LEVEL UP! Lv N” message and cyan particles. XP starts at 0/100 and the XP requirement remains 100.

Enemies, waves, and survival:
- Enemies spawn continuously from one of the four arena edges, move directly toward the player, and damage the player while touching them. Normal enemies are small glowing pink/red circular creatures with two dark eyes, 24 + 3×wave HP, and speed 46 + 1.1×wave. Elite enemies are larger/brighter pink creatures, appear with probability capped at 22% and increasing with wave, have 70 + 8×wave HP and speed 34 + 0.8×wave; label elites “ELITE” in the playfield if desired only where visually appropriate.
- A wave starts with a few enemies and continues spawning faster as waves rise. The target is 8 kills on wave 1, then 8 + 2×current wave after advancing. Killing normal enemies awards $5 and 16 XP; elites award 
8 and 35 XP, plus a drop. When the kill target is reached, clear enemies and shots, award 50 + 8×wave cash, increment the wave, and open the shop/upgrade overlay. The player can press the Start Wave or Continue button, or Enter, to resume; resume spawns 2–4 initial enemies and regenerates the forest. - If HP reaches zero, pause the game and overlay the arena with “STORMED OUT” and “Tap the arena or press Enter to restart.” Restart resets cash, wave, HP, level, loadout ownership, entities, and player stats to the initial Sprout/Pea Blaster state. Projectiles and drops: - Weapon shots can have multiple projectiles, spread, splash damage, piercing, or homing depending on weapon. Shots damage enemies and trees. Destructible trees take two hits; when destroyed they drop either a food pickup (usually) or a lucky block. Food is a glowing pink heart that heals 25 HP and grants 12 XP. A lucky block is a glowing gold circle with a “?” and randomly gives one of:
00, +12 damage, +30 max HP and full heal, or +18% speed, plus 30 XP. - Normal enemy drops are cyan scrap-like diamonds worth $3 and 8 XP; elite drops are gold gems worth
2 and 8 XP. Drops disappear after 12 seconds, are automatically collected when near the player, and the Scrap Magnet upgrade increases pickup radius. Use bright glow, small burst particles, and floating text for feedback. HUD and layout: - At top-left show a lime gradient square logo with a star, then “SPUD STORM” and the subtitle “ARENA SURVIVAL LAB.” At top-right show compact rounded statistic cards: WAVE, CASH, HP, and PLAYER level. Use cyan for wave, gold for cash, lime for HP, and purple for level. - On the right at desktop widths, show a rounded dark translucent “LOADOUT” panel with an ADMIN button, explanatory copy (“Your equipped character and weapon follow you into every wave.”), equipped weapon name and rarity, character, damage, and shot count. Include a note that the shop opens after every wave, trees drop food and lucky blocks, and wave 30 unlocks Void Garden. On mobile, keep it narrower but still visible. Wave shop / progression: - After every cleared wave show a centered full-screen dark translucent blurred modal titled “Wave N cleared,” current cash, a bright “Start Wave ▶” button, and “Continue to next wave.” - Include character cards: Sprout ($50) with Seed Scepter, Tank Tater (
40) with Iron Yam Cannon (+45 HP, slower move), and Swift Beet (
20) with Blink Needlers (+30% speed, lighter HP). Sprout is owned initially; Tank Tater has 145 HP and speed 170; Swift Beet has 80 HP and speed 267. Each character has a distinctive glowing circular color (lime, cyan, pink) and an exclusive signature weapon. Buying a character also unlocks its signature weapon; switching character updates max HP, speed, color, and signature loadout. - Include a five-column responsive weapon collection titled “Weapons · 5 per rarity,” with five weapons in each of Common, Rare, Epic, Legendary, and Mythical rarity. Use these exact names: Common—Pea Blaster, Needle Popper, Root Rifle, Bubble Wand, Acorn Sling; Rare—Berry Burst, Frost Fork, Pebble Storm, Boomerang Beet, Spark Spitter; Epic—Cinder Pod, Laser Leek, Thorn Cannon, Meteor Mushroom, Prism Seed; Legendary—Sun Potato, Rail Carrot, Halo Hammer, Starfruit Array, Comet Cabbage; Mythical—Void Tuber, Singularity Seed, Dragon Fruit, Aurora Sprayer, Omega Onion. Color rarity as pale gray, cyan, purple, gold, and pink respectively. Show each card’s damage, shots, fire interval, cost, description, and special behavior. - Implement the actual weapon variation rules: weapon base damage is determined by rarity/name index, fire intervals vary by weapon, shots vary by weapon and increase with rarity; the third weapon in each rarity has splash damage (28 base splash value), the fourth has Pierce 3, and Mythical weapons have homing. Costs are 25–1200 depending on rarity and position; Mythical weapons are unavailable before wave 30. Equip Pea Blaster initially and require ownership or enough cash to buy a weapon. Prevent equipping a character-signature weapon unless its character is owned/currently selected. - Include helpful item cards: Heart Root ($45, +25 max HP and HP), Scrap Magnet ($80, farther drop collection), Lucky Clover (
40, implemented as an immediate $5 cash effect), and Shell Armor (
20, intended as a contact-damage reduction upgrade). Keep cards disabled when unaffordable and highlight the equipped/selected item or weapon with lime border. Admin UI: - Include an ADMIN button in the loadout and shop. It opens a centered password modal labeled “Admin Panel,” with password input and Unlock/Close controls. The code “gg” unlocks developer tools. Before unlocking, tools are disabled. After unlocking, provide buttons for +
,000 cash, full heal, +1 player level, unlock all weapons, spawn a lucky block, and skip wave. Also provide a weapon editor with a weapon dropdown and editable damage, fire rate, and shots, plus an Apply weapon edit button. This is part of the visible game UI and should function as a developer/admin panel. Rendering and feedback: - Draw all game objects with canvas circles and neon shadow/glow. Player and enemies should have simple two-eye faces. Use cyan/gold/pink/lime particle bursts on hits, kills, pickup collection, and equipment changes, plus short floating text. Keep the clean, uncluttered dark neon presentation shown in the reference: no 3D perspective, no extra scenery outside the grid arena, and no manual aiming reticle.

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