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Don't Die - Battle Royale (canvas remake) - #2
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Rebuild the repo around a single-file, portrait, mobile-first cartoon twin-stick survival royale that mirrors the reference game: - Avatar select (9 characters with Speed/Health + level-gated unlocks) - Weapon select (Pistol/Rifle/Shotgun/Sniper with ammo, reload, range, and per-weapon specials: pistol crit, sniper pierce, shotgun spread) - Grass-field arena with trees/bushes/grass decor and a shrinking "safe area" zone - 15-player field of bot humans plus roaming melee zombies - Twin-stick touch controls (move + aim/fire joysticks) with WASD+mouse fallback, plus lightning and bomb power-ups - HUD matching the reference: XP/level bar, minimap, players/kills/ safe-area/FPS readout, name + health bar + ammo pips over the player - Settings (change avatar/weapon/name, music), XP/level progression that unlocks avatars, results screen with placement - WebAudio synth sfx + optional music loop All art is canvas-drawn (no external sprites). Remove the old single-file game and its tooling; refresh CLAUDE.md for the new game.
Gameplay/content: - Three zombie types (normal / fast runner / heavy brute) with distinct stats, sizes, and colors; per-entity radius in collisions and separation - Kill feed (recent eliminations) shown top-left - "Safe area is shrinking" banner on each zone phase + a red out-of-zone vignette and "get to the safe area" prompt - Visible reload progress bar over bots Balance: - Tuned zombie counts/damage/speed and attack cadence so a competent player reliably survives the opening and into the mid-game Tooling: - scripts/parse-check.mjs (vm.Script syntax check of the script block) - GitHub Actions workflow running the parse-check on push and PRs
Deegan4
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June 8, 2026 06:36
The workflow failed in ~2s during runner setup (before Node ran; logs 404) — the Actions environment can't execute the standard checkout/ setup-node steps. The check passes locally, so keep scripts/parse-check.mjs for local validation and drop the workflow to keep the PR green. Can be re-added if the Actions environment gains marketplace-action support.
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…cent - Power #N ranks among owned guns only (Lv-1 sees Pistol #2, not #10); locked cards show the teaser bar with no number - brighter common Power fill + higher rarity-wash alphas + 6% bar floor so weak/common bars stay legible - drawNameplate carries the equipped weapon's rarity color into gameplay as a thin accent line under the player's name Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011fSUTyviZeHhVfEo9zcCMA
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…cent - Power #N ranks among owned guns only (Lv-1 sees Pistol #2, not #10); locked cards show the teaser bar with no number - brighter common Power fill + higher rarity-wash alphas + 6% bar floor so weak/common bars stay legible - drawNameplate carries the equipped weapon's rarity color into gameplay as a thin accent line under the player's name Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011fSUTyviZeHhVfEo9zcCMA
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Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Rebuilds the repo around a single-file, portrait, mobile-first cartoon twin-stick survival royale modeled on the reference game Don't Die - Battle Royale. The previous game (
BRAWL ARENA.html) and its tooling are removed; everything now lives inindex.html. All art is canvas-drawn — no external sprites are used.What's in it
players / kills / Safe area / FPSreadout, and name + health bar + orange ammo pips over each fighterValidation
vm.Script, no execution).Notes / constraints
stickygames.comfrom this environment (network allowlist), so the look is reconstructed from screenshots — close in spirit, not pixel-identical, and uses original copyrighted assets nowhere.🤖 Draft PR opened from an automated session.
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