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Arcade › CHRONOFORGE
Click the game above and it runs right here in your browser. No download, no installer, no account needed. arlottamatteo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about CHRONOFORGE yet. Play it, then tell arlottamatteo what you would add next.
CHRONOFORGE was built by arlottamatteo with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix CHRONOFORGE opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a browser-based 2D factory/automation management game titled “CHRONOFORGE — Fabbriche oltre il tempo,” presented in Italian. Use a dark industrial sci-fi interface: near-black navy background, blue-gray bordered panels, muted cyan highlights, gold action buttons, pale text, red warning text, and green operational status. The layout is a responsive full-screen app with a top header, a large left factory canvas, and a scrollable right control sidebar; on narrow screens the sidebar moves below the canvas. Top header: show the brand eyebrow “industrial timecraft // browser edition,” the title “CHRONOFORGE — Fabbriche oltre il tempo,” and live metrics for Crediti, Energia (current/cap), Calore (percentage), and Epoca (Roman numeral I–IV). The left world area is a bordered rounded panel containing an interactive 18×11 tile grid called “Piattaforma 01.” Render the grid as alternating dark blue-green squares with thin blue-gray grid lines. Buildings occupy one or more cells, are drawn as colored rectangular blocks with a thin outline, a short Italian label, and a red dot when their state is not operational; selecting a building gives it a gold outline. Use distinct industrial colors for categories such as orange/brown scrap collection, red smelting, green generators, purple warehouses, blue laboratories/coolers, teal portals, and magenta temporal machinery. Overlay a small canvas toolbar with tools: “Seleziona,” “Costruisci,” “Nastro,” “Ruota,” “Demolisci,” and “Blueprint.” Clicking a building selects it. The build flow is: choose an unlocked building from the Edifici catalog, then click a free grid cell; reject out-of-bounds, occupied, or unaffordable placements with a log message. Allow one-cell conveyor belts, rotation, demolition, and copying a selected building as a blueprint for another placement. Buildings have explicit footprint sizes and construction costs. Start the player with: 12 scrap, 6 iron, 4 copper, 5 coal, 6 water, 120 credits, 0 heat, 35 energy, energy capacity 50, 0 science, and 0 XP; start with no buildings, era I, and no specialization. Right sidebar tabs: 1) “Base”: provide “Esplora rottami” and “Prestigio” buttons, a short cycle explanation (“esplora → raccogli → costruisci → collega → produci → vendi”), an XP era progress bar, a critical inventory list, and a turn log. Exploration gives a random 3–7 scrap, iron equal to floor(gain/3), and +8 XP. Prestigio only works at era IV and at least 300 XP; it increments prestige, resets buildings, era, and inventory while giving a larger starting credit amount (160 + 40 per prestige) and resets XP. Include a reset simulation button using browser local storage persistence. 2) “Edifici”: an Italian catalog of buildings unlocked by era, showing footprint, function, energy consumption, construction cost, and a “Seleziona e piazza” action. Include these building types and footprints/functions: Raccoglitore rottami 1×1 (generates scrap), Nastro trasportatore 1×1, Divisore 1×1, Unificatore 1×1, Filtro qualità 1×1, Fonderia 2×1 (iron and steam), Fonderia rame 2×1 (copper and steam), Caldaia 1×1 (steam), Generatore 2×1 (battery and energy generation), Accumulatore 1×1, Vetreria 2×1 (glass and water), Assemblatore 2×2 (gear and circuit), Riciclatore 1×1 (iron and waste), Laboratorio 2×2 (data and science/XP), Magazzino 2×2, Raffineria 2×2 (steel/alloy/waste), Centro robotico 2×2 (robot/data), Hub droni 2×1, Raffreddatore 1×1 (coolant and reduces heat), Portale logistico 2×2 (quantum), Cronoforgia 3×2 (chronon/paradox), Nucleo temporale 2×2 (quantum/chronon), Terminale contratti 2×1, Assemblatore modulare 2×2, and Reattore a vuoto 3×2 (quantum). Include a building selection panel with status, coordinates, move, rotate, demolish, and copy blueprint buttons. 3) “Ricerca”: show a research tree of six branches—Produzione, Energia, Logistica, Commercio, Automazione, Tecnologia temporale—with six sequential nodes per branch, plus a final “Singolarità controllata” node. Nodes cost science, require the previous node in their branch, and describe effects such as +5% yield, -5% consumption, +1 capacity, +4% price, advanced rules, era unlock, and +25% prestige. Also show specialization buttons: Magnate (contracts +15%, minimum prices +10%), Ingegnere (consumption -15%, recycling +20%, compact footprints), and Cronomante (speed +12%, heat -10%, prestige +25%), plus a 250-credit respec button. 4) “Mercato”: offer buying and selling for iron, steel, circuiti, robot, and quantum. Selling automatically sells roughly one quarter of owned stock (at least one), grants credits, and lowers that item’s dynamic market price but never below 40% of its current price. Buying one unit costs the current price and raises it, capped at 1.5×. Show the prices and explain dynamic demand. Below that, show automation rules with priority, thresholds, cooldowns, enabled/disabled state, and last execution. Start with rules for maintaining iron stock below 10, emergency energy saving below 20%, and selling surplus steel above 12/30 credits; allow toggling rules and adding a model rule. Simulation: run continuously in real time. Generators add 2 energy per second each, coolers consume 0.5 energy per second but reduce heat, and all buildings with production functions consume energy based on their definition. Energy use drains additional energy and heat rises while machines operate; when energy is depleted, non-generator/non-battery buildings become “Energia insufficiente.” Production buildings automatically add their defined positive outputs over time (at a modest rate), while laboratories add XP faster. Keep the visible reason/status on each building, including “Operativa,” “In avvio,” “Energia insufficiente,” or priority warnings. XP unlocks the next era at 100, 200, and 300 XP thresholds; display log messages when an era unlocks. Persist the game state to localStorage and save after actions and during simulation. Use crisp flat 2D UI graphics and text rather than 3D assets; the core experience is planning a compact grid factory, managing resources, energy, heat, research, market prices, and progression toward temporal machinery and prestige.