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Stormdrop Arena

  • 2d
  • top-down
  • arena-shooter
  • survival
  • arcade
  • touch-friendly
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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. Connor built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stormdrop Arena yet. Play it, then tell Connor what you would add next.

Make your own game

Stormdrop Arena was built by Connor 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 Stormdrop 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 Stormdrop 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 single-screen 2D top-down survival shooter called “Stormdrop Arena.” Use an HTML canvas-style rendering with a square 900x900 arena scaled to fit the browser viewport with about 12px margin, maintaining the entire arena visible at once; do not use a scrolling camera. The background outside the arena is a vertical gradient from pale sky blue at the top to muted green near the bottom. The arena is a flat grassy green rectangle with a thin pale border.

The player is a small blue circular character, starting near the bottom-center of the arena at world position approximately (450,680). Give the circle a light-blue face/highlight and a short yellow weapon protruding from its front. Movement is 8-directional using WASD or arrow keys, with equivalent touch controls: a four-button directional pad at bottom-left. Movement speed is about 220 world units per second, clamp the player inside the arena, and orient the player/weapon toward the current movement direction. If stationary, retain the previous facing direction. The player has 100 HP.

Add shooting with Space or a large round red FIRE button at bottom-right on touch screens. The player fires a small yellow projectile in the facing direction from the weapon tip, at roughly 520 units/second, with a 240ms firing cooldown and about one second lifetime. Add small yellow muzzle spark particles when firing. Projectiles damage enemies for 20 HP and disappear on hit or expiry.

Populate six red/pink enemy bots at fixed starting locations around the arena (roughly (160,180), (720,160), (170,690), (720,700), (450,170), and (450,750)). Each is a pink-red circle with a pale face patch and a dark short weapon/bar on its facing side. Enemies have 40 HP, pursue the player directly at roughly 34–48 units/second, and face the player. When within about 46 units, stop moving and attack once per second, dealing 7 HP and producing red/pink hit sparks. Two successful shots destroy an enemy; on destruction increment the KO score and emit green burst particles. The objective is to eliminate all six enemies.

Surround the arena with simple decorative props randomly distributed at startup: approximately 22 items with random positions between 50 and 850. About one third are stylized trees: brown rectangular trunks with overlapping dark green circular foliage and a lighter green foliage circle. The other props are small rectangular obstacles/markers: brown wooden crates or gray-blue blocks, each with a pale translucent outline or border. They are visual scenery only; they do not need collision behavior. Draw props behind characters and projectiles.

Implement a circular storm zone centered at (450,450). At the beginning its radius is 380 world units. For the first four seconds it remains at that size; after that it shrinks at 9 units per second, but never below 170. Draw a thick bright cyan circular outline and a faint blue translucent storm tint outside/around it, with the playable interior shown as a slightly lighter green. The player takes 8 HP per second while outside the storm circle and regenerates 1.4 HP per second while inside, capped at 100. The storm percentage HUD is the current radius as a percentage of the initial 380 radius, clamped according to the minimum radius. The storm should visibly tighten over time.

Use compact polished arcade visuals: flat vector-like shapes, soft translucent overlays, particle bursts, and no texturing. Keep the full arena visible. Add a fixed HUD overlay: top-left a dark translucent rounded panel with the uppercase title “STORMDROP ARENA” in light cyan and a live line reading “HP [rounded health] · KOs [score] · Enemies [remaining]”; top-right a matching panel reading “STORM [percentage]%”. At the start, show centered white text “DROP IN” with the instruction “WASD / arrows to move · Space or FIRE to blast” for about three seconds. Along the bottom center show “Survive the storm. Clear the arena.” in small white text. On game over, replace the center message with “VICTORY” and “Arena cleared — [score] KOs” when every bot is dead, or “ELIMINATED” and “The storm got you. Tap to drop again.” when HP reaches zero. Show a centered gold “DROP AGAIN” button on game over that reloads/restarts the match; Enter should also restart. Victory occurs only when all six enemies are eliminated; defeat occurs when player HP reaches zero. Do not add inventories, powerups, multiplayer, maps, or mechanics not described here.

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