Appearance
Arcade › Command Front
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Command Front yet. Play it, then tell Liam Schuldes what you would add next.
Command Front was built by Liam Schuldes 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 Command Front 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.
Rebuild a mobile-friendly 2D endless military-themed clicker called "Command Front" using an HTML5 Canvas background plus DOM HUD/buttons layered over it. There is no win condition, lose condition, combat wave, enemy health depletion, or progression ending: the loop continues indefinitely as the player earns Command Points (CP), buys increasingly powerful unit upgrades, and earns CP faster. Camera/layout: use a full-screen fixed canvas with an overhead/flat illustrated battlefield view and a responsive HUD. The background is a muted olive-green field with a vertical green gradient, subtle dark oval terrain patches, curved horizontal ground lines, and a small stylized CP base/command outpost near the lower-left/left-center. On desktop, put the main clickable target in the left portion of the playfield, approximately x=11% of viewport and y=31%, with a size up to about 310x270. On narrow/mobile screens, put it around x=7%, y=34%, with width about 35% of the viewport and height about 28%. The right side is dominated by a vertically scrollable upgrade-card panel; preserve enough left-side room for the target and a large TAP button. Main interaction: the player can click/tap the spinning target directly on the canvas, or press the large gold "TAP" button at the bottom-left for reliable mobile input. Every tap adds the current tap power to CP (minimum 1), increments lifetime Clicks, and shows a floating outlined number such as "+1 CP" over the target, drifting upward and fading. Add a tiny screen shake on tap. The target is a gold circular target/disc with a bright cream ring and a clear black side-view gun silhouette centered inside it. It continuously rotates and gently pulses while spinning, with a soft shadow beneath it. The canvas hit area must match the visible target. Start with tap power 1. HUD: use a dark translucent, lightly bordered, rounded-panel style over the canvas, with cream text, muted tan labels, shadows, and a condensed bold sans-serif style similar to Rajdhani. At the top-left/top, show three stats labeled "Command" (current CP), "Tap PWR" (current tap amount), and "Auto Gain" (passive CP per second). At the top-right show "Clicks" with lifetime click count and a full-width green "Boost" bar. Beneath them, show a full-width dark panel labeled "Spinning Click Target", with a full red-to-gold bar that remains full and a right-side value like "+1" representing the current tap gain. Include large dark-green instructional text on the left reading "Click for CP" with a curved/downward arrow pointing toward the target. Include a temporary dark translucent message pill near the bottom center with text like "Click the spinning target for CP. Spend CP on upgrades." and display it on startup and after purchases. Upgrade system: place brightly colored, disabled-until-affordable upgrade cards on the right in a scrollable vertical column. Alternate blue and purple gradient cards, with an icon tile at left, a bold dark title, a lower description/level line, and the current CP cost on the right. A card is disabled and visually faded when unaffordable; later cards are also faded and say "LOCKED" with an unlock requirement. Buying subtracts the displayed cost, increases that upgrade's level by one, recalculates passive income and tap power, briefly shows a "+UPGRADE" floating label, and displays a message that the unit was upgraded and currency comes in faster. Each next purchase costs floor(base cost * 1.66^level). The exact ladder and values are: - Rifleman: base cost 8, +1 passive gain per level, +0 tap, initially unlocked; description "+1 gain". - Soldier: base cost 25, +3 passive gain, +0 tap; requires Rifleman level 3; description "+3 gain". - AT Soldier: base cost 75, +9 passive gain, +1 tap; requires Soldier level 3; description "+9 gain, +1 tap". - Spec Ops: base cost 220, +25 passive gain, +2 tap; requires AT Soldier level 3; description "+25 gain, +2 tap". - Humvee: base cost 650, +75 passive gain, +5 tap; requires Spec Ops level 3; description "+75 gain, +5 tap". - Armored Car: base cost 1,800, +190 passive gain, +10 tap; requires Humvee level 3; description "+190 gain, +10 tap". - Combat Vehicle: base cost 5,200, +520 passive gain, +22 tap; requires Armored Car level 3; description "+520 gain, +22 tap". - IFV: base cost 15,000, +1,400 passive gain, +50 tap; requires Combat Vehicle level 3; description "+1.4K gain, +50 tap". - Light Tank: base cost 45,000, +3,800 passive gain, +120 tap; requires IFV level 3; description "+3.8K gain, +120 tap". - Tank Destroyer: base cost 135,000, +10,000 passive gain, +300 tap; requires Light Tank level 3; description "+10K gain, +300 tap". - Medium Tank: base cost 400,000, +26,000 passive gain, +720 tap; requires Tank Destroyer level 3; description "+26K gain, +720 tap". - Rocket Artillery: base cost 1,200,000, +70,000 passive gain, +1,700 tap; requires Medium Tank level 3; description "+70K gain, +1.7K tap". - Main Battle Tank: base cost 3,600,000, +190,000 passive gain, +4,000 tap; requires Rocket Artillery level 3; description "+190K gain, +4K tap". The first upgrade's level is initially zero, and each level adds its listed passive gain to Auto Gain and tap bonus to Tap PWR, with total Tap PWR equal to 1 plus all upgrade tap bonuses. Once Auto Gain is above zero, automatically add CP continuously each frame at that rate, and occasionally show small floating "+CP" labels around the target. Format large values compactly as K for thousands and M for millions, generally with one decimal place (for example 1.3K and 1.0M). Keep all panels and controls usable on touch screens, prevent page scrolling/selection, and make the upgrade column responsive (about 52–55vw and max 360px). Do not add enemies, waves, destruction objectives, ammo, lives, or a victory overlay; this is specifically a calm, endless clicker despite the military art direction.