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Don't Die - Battle Royale (canvas remake) - #2

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Deegan4 merged 3 commits into
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claude/run-game-DkAJ5
Jun 8, 2026
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Deegan4 merged 3 commits into
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claude/run-game-DkAJ5

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@Deegan4 Deegan4 commented Jun 8, 2026

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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 in index.html. All art is canvas-drawn — no external sprites are used.

What's in it

  • Avatar select — 9 characters with Speed/Health stats and level-gated unlocks (padlocks on locked ones), each with a drawn chibi portrait
  • Weapon select — Pistol / Rifle / Shotgun / Sniper, each with damage, magazine, reload, range and a special (pistol 50% crit, rifle full-auto, shotgun pellet spread, sniper pierce + huge range)
  • Gameplay — grass-field arena with trees/bushes/grass decor, a shrinking "safe area", a 15-player field of bot humans, and roaming melee zombies
  • Controls — twin-stick touch (move stick + aim/fire stick) with WASD + mouse fallback, plus lightning (chain-zap) and bomb (AoE) power-ups on cooldown buttons
  • HUD matching the reference — XP/level bar, minimap, players / kills / Safe area / FPS readout, and name + health bar + orange ammo pips over each fighter
  • Meta — settings (change avatar/weapon/name, music toggle), XP/level progression that unlocks avatars, and a results screen with placement; persisted via localStorage
  • Audio — lazy WebAudio synth sfx + optional music loop

Validation

  • Script block parse-checks clean (vm.Script, no execution).
  • Rendered headless at portrait resolution (~430×932) through all screens — start, avatar select, weapon select, gameplay, results — with no console errors; FPS steady at ~60.
  • Balance smoke: a competent (kiting + hold-fire) player survives the opening and into the mid-game; the shrinking safe area and zombies apply pressure over time.

Notes / constraints

  • I couldn't reach stickygames.com from this environment (network allowlist), so the look is reconstructed from screenshots — close in spirit, not pixel-identical, and uses original copyrighted assets nowhere.
  • Draft pending a real play session on a phone to tune feel (movement speed, zombie pressure, weapon balance).

🤖 Draft PR opened from an automated session.


Generated by Claude Code

claude added 2 commits June 8, 2026 06:22
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
Deegan4 marked this pull request as ready for review 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.
@Deegan4
Deegan4 merged commit 98e6281 into main Jun 8, 2026
Deegan4 pushed a commit that referenced this pull request Jul 12, 2026
…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
Deegan4 pushed a commit that referenced this pull request Jul 12, 2026
…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
Deegan4 added a commit that referenced this pull request Aug 26, 2026
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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2 participants