GUNBATTEโ˜…ROYALE โ€” gameplay fx & sound
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Playground โ€” the whole feel in one arena

Move with WASD / arrows, aim with the mouse, click / hold to fire, SPACE to dash. Pop the candy sardines โ€” three hits each, then the big GUNBATTE blast. Click the arena once to take control; ESC releases it.

click the arena to take control
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How to play

Three steps and a handful of keys โ€” everything else is aim and attitude.

step 1

Join the queue

Pick a name. You drop in as Tarsius, jalak included, against the current lobby.

step 2

Grab a gun

Walk over a pickup. New gun, new bullets, new personality โ€” the Arsenal below shows all eight.

step 3

Ganbatte

Dash, dodge, outlast. The zone does the herding; you do the surviving.

๐Ÿ–ฑ๏ธ aim & fire with the mouse ยท your jalak follows your cursor โ€” recall it before it pecks something dangerous

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Sound board โ€” the twelve synth voices

Every sound in the game is synthesized live with WebAudio โ€” zero asset files, zero desync risk, all game feel living client-side. This board is a faithful port of the game's Sfx engine: same oscillators, same envelopes, same throttling rules. Click a card to hear it.

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Effect library โ€” every sim event, visualized

A 2D-canvas port of the game's Fx engine: pooled glow puffs, spinning candy confetti with gravity, expanding shockwave rings, and screen shake. The loops run silent so the page stays calm โ€” click a card to fire it with its sound, exactly like the game pairs them.

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Arsenal โ€” eight guns, eight silhouettes

Today the held weapon is invisible โ€” every tarsius looks identical no matter what it carries. Proposal: each gun is a distinct prop in his paws, readable at HUD scale. Every card shows the real numbers from the sim (weapons.rs, 100 HP units), the fired effect, the projectile in flight, and his recoil animation. Loops are silent โ€” click a card to hear the gun's voice.

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How this maps to the game

1

Same event wiring. Each effect above fires from the same sim event the game uses: shot โ†’ muzzle flash, hit โ†’ candy burst + shake, death โ†’ the big blast, dash โ†’ exhaust cone, pickup, explosion, bounce, shield, zone_shrink_started, match_ended. This page re-implements the render, not new rules.

2

Sounds are the game's synth, verbatim. Oscillator types, pitch glides, noise-bandpass bursts, master volume (0.5), per-sound throttling and stereo panning are ported from viewer/src/audio.ts. Like the game, real samples dropped in /sfx/*.mp3 would replace any synth voice.

3

Two proposed additions (not in today's game, flagged here): a glassy shield-up chime and a rubbery ricochet ping. Today those two events animate silently. Everything else you hear already exists in audio.ts.

4

Spatial audio included. Playground sounds are panned and attenuated by position โ€” the same panVol rule the replay viewer uses: horizontal offset sets pan, distance sets volume. Fire at the left sardine, hear it on the left.

5

Weapons you can read. Proposal: the held gun becomes a visible prop โ€” eight distinct silhouettes (pistol, drum SMG, twin-barrel shotgun, scoped rifle, gumball launcher, needle gun, soda-can launcher, boss thumper) in the weapon's own color, with per-gun muzzle flash, projectile look, and recoil kick. Today every unit renders bare-pawed. Stats on the cards are the real sim numbers from weapons.rs (100 HP units).

6

Two sound proposals in the arsenal: a per-weapon voice for each gun (today they all share the one "shot" โ€” hear the difference on each card), plus the shield-up chime and ricochet ping from the effect library. Synth recipes are on the cards; the game's sample-override (/sfx/*.mp3) would slot in unchanged.

7

Nothing existing is touched. Standalone file; the character art is reused from the approved-style asset sheet approach (canvas painter, not the Pixi runtime). If approved, these demos describe wiring that already exists โ€” the sheet's job is to let you tune feel (sizes, counts, pitch) in one place before it lands in fx.ts/audio.ts.