Files
Primal Rampage Bot 7164cc798c Add full retention systems: daily hub, raids, prestige, seasons
- Graze slow-mo, perfect-wave FRENZY (x3 amber), ghost records,
  dynamic hunter titles
- Daily Hub: 7-day login calendar, animated lucky wheel, boss chest
  keys, pet eggs with rarity tiers + pity counter and real stat perks
- Seeded daily challenge (server-consistent modifiers, local top-5),
  hourly Golden Herd stampede, weekly Raid Colossus with damage tiers
- Rebirth prestige with Ancient Gem permanent perk shop
- Weapon mastery stars (+2%/level), bestiary milestone gems
- Weekly season points with Bronze..Diamond rank badges
- Shareable PNG result card on game over
2026-08-23 06:55:51 +00:00

6.2 KiB
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PRIMAL RAMPAGE — Stone Age Survival

A from-scratch, dependency-free clone of the Unfair Shooter-style browser wave shooter, re-themed as prehistoric tribe survival vs dinosaurs: endless campaign waves (plus an Endless Mode past wave 25), alpha-dinosaur bosses every 5th wave with Jurassic-style footstep tremors, roguelite card picks between waves, an ON FIRE heat/combo system, a full meta-progression layer (bestiary, permanent upgrades, daily quests, achievements, pets, hard currency), and an Arena deathmatch vs rival tribesmen bots.

Everything is original: code, procedurally drawn canvas art (cel-outlined tribal hero with recoil + muzzle flash, raptors with animated tails & jaws, triceratops, dilophosaurus frill-flare spitters, flapping pteranodons, a sail-backed Spinosaurus boss, a T-Rex with hinged jaw…), synthesized WebAudio SFX/music/wind ambience, and a living jungle arena. No assets were taken from any existing game.

Run

cd jsshooter
python3 -m http.server 8899
# open http://127.0.0.1:8899/

No build step — plain script tags.

Controls

Action Keyboard / Mouse Touch
Move WASD / Arrows left stick
Aim + fire mouse (hold LMB or Space; auto-fire on by default) right stick + 🔥
Ultimate R
Bomb Q 💣
Pause P / Esc

The cast

  • Retention systems: graze slow-mo, perfect-wave FRENZY (×3 amber), ghost-record banner, hunter titles, 7-day login calendar, daily lucky wheel, boss chest keys, pet eggs with rarity + pity, seeded Daily Challenge with local top-5 board, hourly Golden Herd stampede, weekly Raid Colossus with damage tiers, Rebirth prestige (Ancient Gem perks), weapon mastery stars, bestiary milestone gems, weekly season ranks and a shareable result card.
  • Act biomes: waves 19 in The Green Jungle, 1018 descend into The Murk Swamp (creeping fog banks, two extra tar pits), 19+ burn across The Ashlands (pulsing lava veins that sear anyone standing on them). Ground palette, grass and rim tint all shift per biome.
  • Beasts: Velociraptor, Compys, Dilophosaurus (venom spit — its frill flares before firing!), Triceratops, Stegosaurus (plate rows + thagomizer), Pachycephalosaurus (telegraphed ! head-butt dash), Pteranodon (splits into chicks), Alpha Raptor. Kills leave blood decals; runners kick dust; the player leaves alternating footprints.
  • Alphas (boss waves): REX THE ELDER (charges, calls raptors) → SPINO OF THE REEDS (sail, venom barrages) → GIGA BROODMOTHER (splits into two juveniles). Every stride shakes the screen — harder up close — with dust rings and a deep stomp thud.
  • Arsenal: Slingshot → Bone Blowpipe → Spear Burst → Obsidian Lance → Fire Bomb Thrower.
  • Heroes: Raider, Trail Runner, Bear-Clan Brute, Spirit Hunter; war-paint skins incl. premium gem tier (Ashfang Chief, Jade Serpent, Solaris).

Living arena & atmosphere

Campfire hub with flickering light at the world centre · tar pits that slow anything crossing them (55%) · giant buried T-Rex skull + ribcage landmarks · totem stakes · a 60s day/night cycle (night floods the valley in darkness, punched through by warm light around every flame; beasts move 8% faster under moonlight) · tropical rain fronts with lightning flashes and rolling thunder · Blood Moon weekend live-op (real-calendar Sat/Sun: amber ×2, +25% herd budget, red cast + HUD badge) · drifting cloud shadows · circling vulture shadow · floating ash motes · wind ambience with distant beast calls · painted dusk menu scene (volcano, brachiosaurus, raptor silhouettes). Low quality setting disables the air layers for weak devices.

Meta progression (commercialization layer)

  • 💪 Permanent upgrades — six amber-bought nodes applied to every run: Wolf-Heart (+HP), Viper Fangs (+dmg%), Wind Heels (+speed%), Young Sun (+ult rate), Vulture Eye (+amber%), Shaman Pouch (+start bombs).
  • 📖 Bestiary — 12 species entries with bilingual lore; completing one pays Ngọn Lửa (🔥 hard currency).
  • 📜 Daily quests — 3 of 6 picked deterministically per date, login streak counter, claim rewards (🔥 + $).
  • 🏆 Achievements — ten unlock conditions, each grants 🔥.
  • 🥚 Pet raptor — bosses may drop an egg; hatch names a companion that follows you and snipes pebbles; persists across runs.
  • 🔥 Ngọn Lửa economy + rewarded-ad stub — post-death “watch ad” bonus (5s fake countdown, capped 3/day); swap in a real H5 ads SDK at setupAdButton() in js/ui.js. Server leaderboards/accounts plug in via US.net hooks noted in js/save.js.
  • 🎓 First-run tutorial — five skippable steps; settings add screen-shake amount slider and effects quality toggle.

HUD

Professional panel layout: vitals card (HP gradient bar + HEAT/ON FIRE + weapon chip + bomb icons), wave banner with pill remaining-count, full-width boss bar with name/percent, economy card (amber + score) with pulsing combo pill, ult dial with % readout and ready flare, danger vignette under 30% HP.

Layout

index.html      shell + DOM UI overlays (menus, quests, bestiary, tutorial)
style.css       stone-age jungle theme + meta UI bits
js/i18n.js      EN/VI strings
js/save.js      profile v2: gems/upgrades/bestiary/quests/achievements/pet
js/util.js      helpers
js/audio.js     synth SFX + music loop + wind ambience + stomps
js/art.js       procedural painters: hero, dinos, ground props, sky, menus
js/data.js      weapons/heroes/skins/beasts/alphas/cards/upgrades/bestiary…
js/entities.js  player/enemy/bullet/pickup/particles
js/game.js      engine: campaign+arena+endless, On Fire, HUD, meta hooks
js/ui.js        menus/shop tabs/cards/overlays/tutorial/ad stub
js/main.js      input (keyboard/mouse/touch sticks) + bootstrap

Testing

/tmp/smoke.js is a headless harness (DOM/canvas stubs incl. gradient factories, pinned-target sims) that boots the real modules and simulates campaign, boss waves, cards, shop, arena, plus the meta layer:

node /tmp/smoke.js   # ALL SMOKE TESTS PASSED

Publishing: cloudflared tunnel --url http://127.0.0.1:8899 --no-autoupdate (quick tunnels are ephemeral — restart to get a fresh URL).