amirmushichge/wasteland-arena — explained in plain English
Analysis updated 2026-05-18
Play a single file browser shooter with no install, just open index.html.
Study how a full arena shooter, including physics and AI, fits inside one plain JavaScript file.
Host the game for free on GitHub Pages since it is one static HTML file.
| amirmushichge/wasteland-arena | abhas9/escape-run | abhishek-kumar09/mern-live-js-june-2021 | |
|---|---|---|---|
| Stars | 1 | 1 | 1 |
| Language | HTML | HTML | HTML |
| Last pushed | — | — | 2021-09-13 |
| Maintenance | — | — | Dormant |
| Setup difficulty | easy | easy | moderate |
| Complexity | 2/5 | 2/5 | 2/5 |
| Audience | general | general | developer |
Figures from each repo's GitHub metadata at analysis time.
No server required, open the single HTML file directly in a browser.
Wasteland Arena is a browser based one on one shooting game built entirely inside a single HTML file, with no separate installation, build tools, or external code libraries required. Opening that one file in any web browser is enough to play. The game is an arena style shooter inspired by classic titles like Quake III, viewed from an isometric angle, but reskinned with the visual style of the Fallout games: retro computer terminal fonts and a washed out early 2000s color palette. The match pits the player against a single AI controlled opponent armed with a rocket launcher and unlimited ammo, with the first fighter to score five kills winning the round. Players can jump with reduced control in the air, which allows rocket jumping, and can pick up armor and a temporary damage boost that respawn on a timer. The AI opponent is not scripted with a fixed path, instead it reacts to the player's position and incoming rockets by strafing, dodging, and prioritizing nearby pickups based on its own health and armor. Visually the game includes a kill streak announcer, floating damage numbers, hit markers, dynamic lighting from rocket explosions, and a curved screen scanline effect that pulses along with combat. All sound effects, including explosions and pickup noises, are generated in code rather than using audio files. Technically, everything runs through the browser's built in Canvas drawing and WebAudio features, with a single animation loop handling the isometric projection, draw order, and a simple simulated jump height layered on top of normal two dimensional movement, and a simple steering based approach for the AI's movement decisions rather than any pathfinding algorithm. The project is released under the MIT license and was built by one developer working with Claude in a series of focused sessions rather than one long continuous build.
A single file, zero dependency browser shooter, a Fallout skinned Quake III style isometric arena fight against an AI bot.
Mainly HTML. The stack also includes JavaScript, Canvas 2D, WebAudio API.
Setup difficulty is rated easy, with roughly 5min to a first successful run.
Mainly general.
This repo across BitVibe Labs
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