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.
Three steps and a handful of keys โ everything else is aim and attitude.
Pick a name. You drop in as Tarsius, jalak included, against the current lobby.
Walk over a pickup. New gun, new bullets, new personality โ the Arsenal below shows all eight.
Dash, dodge, outlast. The zone does the herding; you do the surviving.
๐ฑ๏ธ aim & fire with the mouse ยท your jalak follows your cursor โ recall it before it pecks something dangerous
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.