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Arcade › Spudstorm

Spudstorm

  • 2d
  • top-down
  • survivor
  • arcade
  • bullet-heaven
  • auto-fire
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. NOOTBEEECH built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Spudstorm yet. Play it, then tell NOOTBEEECH what you would add next.

Make your own game

Spudstorm was built by NOOTBEEECH 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 Spudstorm 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 Spudstorm

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 survivor game titled “Spudstorm.” Render the playfield on a full-screen HTML canvas with a very dark navy/charcoal background (#111722), a subtle 44px grid, and a clean modern dark UI made of translucent navy panels with rounded corners, thin low-contrast borders, and yellow/cyan accents. Keep the camera fixed overhead and centered on the entire screen; the player is always visible in the arena rather than using a scrolling world.

At the start, show a centered modal panel titled SPUDSTORM with the instructions “Move with WASD or the left stick. Your potato fires automatically.” Let the player choose one of four starting classes: Sprout (100 HP, 235 speed, balanced), Bulwark (150 HP, 190 speed, 6 armor), SwiftSpud (85 HP, 315 speed, attacks faster), and FortuneRoot (95 HP, 225 speed, 20% luck). Also let them choose one starting weapon: Peashooter (one steady shot), DoubleSpud (two shots with spread), Shotgun (five-shot burst), Boomerang (high damage returning projectile), or FrostBerry (three-shot wide volley). Display starting-stat previews for HP, damage, speed, armor, luck, and 50 starting gems. The primary yellow button says START RUN. On game over, reuse the modal with “RUN ENDED,” score/wave/level summary, and a RESTART button.

The player is a simple bright golden-yellow circular potato avatar, about 18px radius, with two small dark eyes and a pale curved outline/arc. Move it with WASD or arrow keys; on touch devices provide a fixed circular virtual joystick in the lower-left. Clamp movement to the canvas edges. The player automatically targets the nearest enemy and fires without an attack button. Shots are colorful small circular projectiles, with weapon-specific colors: Peashooter yellow, DoubleSpud pale cyan, Shotgun orange, Boomerang light green, FrostBerry pale blue, and other later weapons with orange/purple/gold colors. Support the weapon catalog: Peashooter, DoubleSpud, Shotgun, Boomerang, FrostBerry, SpudCannon, ArcTater, and VoidYam. Multiple equipped weapons fire at the nearest target automatically. Boomerang projectiles curve back toward the player.

Run continuous timed survival waves. Spawn enemies just outside one of the four screen edges, moving toward the player. The normal chaser is a small red/pink circle, the tank is a larger purple circle with more health, the shooter is a smaller ochre/orange circle that maintains roughly 210px distance and periodically fires pink enemy bullets, and the boss is a large coral-red circle. Give enemies tiny dark eyes and show a small green health bar above damaged enemies. Enemy health and spawn frequency scale with wave; tanks and shooters become available after wave 1, and every fifth wave can produce bosses. Contact damages the player, with damage reduced by armor and brief invulnerability flashing; shooter bullets also damage the player. Use small colored particle bursts, impact flashes, subtle screen shake, and simple beeps for feedback.

Enemies drop small green XP orbs and occasional gold crates. XP is automatically attracted from within the player’s pickup/magnet radius and collected on contact; crates grant gems. Killing normal enemies grants score, gems, and XP; tanks and bosses grant more. Leveling up increases damage and heals some HP. Include a life-steal upgrade that heals every twelfth kill. The run’s default weapons and upgrade stats should match the following behavior: Peashooter fires every 0.32 seconds for 22 damage; DoubleSpud fires two for 18 each with spread; Shotgun fires five for 15 each with a wider spread; Boomerang fires one for 28 with increased effective damage and return behavior; FrostBerry fires three for 20; SpudCannon one for 48; ArcTater four for 25; VoidYam one for 65. Include the available upgrades: Double Spud (+1 projectile/equip a second barrel), Shotgun, Sharpened Skin (+25% damage), Greased Trigger (18% faster attacks), Tough Tater (+35 max HP and heal), Lucky Charm (+12% luck), Rusty Armor (reduce contact damage by 4), Magnet (increase pickup range), and Vampire Spud (heal 1 HP every 12th kill).

Each survival segment lasts about 28 seconds. When the segment ends, pause combat and open a centered “SHOP · WAVE CLEARED” panel for about 12 seconds, with a START NEXT WAVE button and a reroll option using two initial rerolls; pressing R rerolls shop choices. Start the next wave with the wave number increased. The shop uses gems and presents random upgrade cards plus random weapon offers. Include an eight-slot weapon loadout; matching weapons can be bought again to raise their level and rarity through common, rare, epic, and legendary tiers. Allow selling weapons for partial gem refunds. Show an unlimited accessory list and offer one random accessory at a time: Lucky Leaf (+5% luck), Metal Plate (+2 armor), Running Shoes (+12 speed), Big Heart (+15 max HP and heal), or Pocket Magnet (+30 pickup range).

HUD should remain visible during play. In the top-left, show a rounded panel with the yellow SPUDSTORM title, “HP current/max · LV level · KILLS count,” and a Weapons list. In the top-right, show “WAVE number · elapsed seconds,” a cyan XP progress bar, and “gems · DMG damage · ARM armor.” In the lower-right on desktop show the hint “WASD / arrows to move · auto-fire · survive the wave”; hide it when using touch controls. Use responsive layout so shop cards stack on narrow screens and the joystick appears only for coarse pointers. Keep the visual style minimalist and geometric: circles, dots, grid lines, particles, translucent panels, and yellow/cyan/pink/orange accents rather than detailed sprite art.

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