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Stickstorm Arena

  • 2d
  • top-down
  • arena
  • action
  • shooter
  • stickfighter
  • arcade
  • browser
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. maximus.sanchez9s built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stickstorm Arena yet. Play it, then tell maximus.sanchez9s what you would add next.

Make your own game

Stickstorm Arena was built by maximus.sanchez9s 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 Stickstorm 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 Stickstorm 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 game titled “Stickstorm Arena,” a single-screen top-down 2D arena combat game rendered on an HTML canvas with a dark neon arcade aesthetic. Keep the camera fixed to the full viewport: use a deep navy-to-black vertical gradient background, a rectangular combat arena inset about 32px from the left/right edges, 68px from the top, and 30px from the bottom, with a faint white border and a regular 40px square grid. Add a compact translucent dark HUD bar at the top: on the left show the current class and live stats, and on desktop on the right show “WASD move · mouse aim · click fire · Space dash.”

Begin in a class-selection overlay centered on screen. Use a translucent near-black rounded panel with a subtle border and shadow. Show the title “Stickstorm Arena,” the subtitle “Ragdoll stickfighters. Pick a class, grab power-ups, and knock out the rival bots.”, three selectable class cards, and a full-width gold “Start the fight” button. The three classes must have these exact gameplay identities and colors: Blade is pink/red (#ef6d7a), 120 HP, speed 255, sword melee range 78, damage 28, fire cooldown 0.48 seconds, dash cooldown 1.0 seconds, no armor; Ranger is turquoise (#5dd6c0), 90 HP, speed 225, rapid ranged blaster, damage 15, range 420, fire cooldown 0.20 seconds, dash cooldown 1.25 seconds, no armor; Tank is yellow/gold (#ffd05b), 170 HP, speed 160, heavy cannon, damage 40, range 360, fire cooldown 0.72 seconds, dash cooldown 1.6 seconds, and 28% armor that reduces incoming damage. Highlight the selected class card with a darker blue-gray fill.

After starting, spawn the player near the lower center of the arena and exactly three rival stickfighter bots around the upper/middle area: one Ranger, one Tank, and one Blade, each using its class color. The player aims toward the mouse cursor and moves with WASD or arrow keys. Hold the mouse button or F to fire. Press Space to dash in the movement direction, or toward the current aim direction if there is no movement input; dashing moves roughly 115 pixels, has the class-specific cooldown, and grants about 0.22 seconds of invulnerability. Bots should automatically pursue the player (or another living fighter if necessary), strafe in a loose oscillating pattern, maintain different preferred distances (Blade close, ranged classes farther away), fire probabilistically, and occasionally dash when nearby.

Represent all combatants as stylized animated stick figures rather than detailed sprites. Each fighter has a colored circular head, a colored accent/body element, and a pale off-white stick body, arms, and legs. The figure should face its aim direction. Blade fighters visibly hold a long sword with a pale blade and perform a short forward sword attack/arc when firing; the melee attack damages a nearby target within range and within roughly a 0.9-radian aim cone. Rangers and Tanks hold a compact dark blaster/cannon and fire visible colored projectile streaks; Ranger projectiles travel faster and Tank projectiles are slower. Give living fighters a small colored HP bar above them, with their class color proportional to remaining health. Show temporary power-up text above a fighter when active, and make defeated fighters semi-transparent, ragdoll/rotate briefly, and drift with knockback.

Implement combat feedback: attacks cause knockback, brief hit invulnerability, hit flashes, colored particle bursts, white defeat particle bursts, and mild screen shake. Projectiles should expire after about 1.4 seconds or when leaving the viewport, and collide with any living fighter except their owner. A defeated fighter cannot act. The player receives one point for each bot knockout. When all three bots are defeated, show a centered dark translucent game-over card with “Arena cleared!” and the score; if the player is defeated, show “You got knocked out” and the final score. Include a “Fight again” button that returns to class selection.

Scatter four pulsing diamond-shaped pickups randomly inside the arena at match start. Use these colors and labels: green “+” heal, blue “R” rapid, pink “P” power, and yellow “A” armor. When any living fighter touches one, remove it, emit particles, assign its power for 8 seconds, and spawn a replacement after about 1.2 seconds. Heal restores 45 HP up to maximum. Rapid reduces firing cooldowns to 55% of normal. Power increases outgoing damage by 1.6x for ranged attacks and 1.7x for Blade attacks. The armor pickup should visibly grant the temporary “ARMOR” power indicator as in the existing game, without requiring an additional permanent armor system beyond the class armor already described. Keep the HUD status updated with class name, current HP/max HP, KOs, and living bot count.

Support touch devices with a translucent virtual joystick at bottom left and FIRE and DASH buttons at bottom right; hide the desktop control hint on coarse pointers. Preserve the restrained visual style: system sans-serif typography, rounded translucent panels, muted gray secondary text, gold primary action button, subtle shadows, and no scenery beyond the gridded arena, fighters, projectiles, particles, and pickups. Ensure the game is playable immediately in a modern browser and uses responsive viewport dimensions, including a stacked class-card layout on narrow screens.

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