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Country Balls: World War

  • strategy
  • arcade
  • conquest
  • country-balls
  • casual
  • canvas
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rocky balboa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Country Balls: World War yet. Play it, then tell Rocky balboa what you would add next.

Make your own game

Country Balls: World War was built by Rocky balboa 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 Country Balls: World War 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.

Read the build brief for Country Balls: World War

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.

Recreate a browser canvas strategy game titled “Country Balls: World War.” Use a dark navy page background (#0a1628), centered responsive layout, Arial UI text, a large pale-blue title, and a dark canvas with a charcoal border and subtle shadow. The game is a node-conquest/territory strategy game: the playfield is a network of circular country balls connected by thick muted blue-gray lines. Each ball has a flag-colored/patterned circular body, a dark outline, two simple cartoon eyes with black pupils, and a large white troop number with black outline near its lower half. Player-owned nodes have a white border and use the selected nation’s flag pattern; red and yellow enemy factions and gray neutral nodes use their faction patterns. The visual style is minimalist, flat, playful “country balls,” with occasional small glowing arrow/particle swarms traveling along routes.

Start with a full-screen translucent dark main-menu overlay over the canvas. Center the heading “Choose Your Nation” and a responsive grid of eight clickable country cards: USA 🇺🇸 (+25% Troop Speed), United Kingdom 🇬🇧 (+40% Starting Troops), Germany 🇩🇪 (+20% Spawn Rate), France 🇫🇷 (+30% Attack Power), Japan 🇯🇵 (+30% Node Defense), India 🇮🇳 (+15% All Production), Brazil 🇧🇷 (Stronger Fortresses), and China 🇨🇳 (+2 Factory Bonus). Cards are dark blue-gray with a lighter border, rounded corners, country emoji flag, country name, and small cyan perk text. Selecting a card hides the menu, applies its corresponding modifier, and starts level 1.

The canvas contains a fixed graph of nodes and connections, laid out responsively using normalized positions. Level 1 has 6 nodes, player starts at 16 troops, red/yellow enemies have 13 and 10 troops, and gray neutrals have 5, 4, and 6 troops. Its node positions are approximately (20%,30%), (36%,18%), (55%,32%), (78%,22%), (34%,62%), and (72%,58%), with connections 0-1, 0-2, 0-4, 1-2, 2-3, 2-4, 3-5, and 4-5. Level 1 has a factory at node 2 and fortress at node 5. Include four progressively harder levels: level 2 has 8 nodes, player 15, enemy troops 15/12/11, neutrals 4/5/3/5, AI interval 2.4 seconds; level 3 has 10 nodes, player 14, enemies 17/14/13/11, neutrals 4/3/5/4/3, AI interval 1.9 seconds; level 4 has 12 nodes, player 13, enemies 18/16/14/13/12, neutrals 3/4/3/5/4/3, AI interval 1.5 seconds. Alternate enemy ownership between red and yellow. Use the supplied graph layouts and connections in the implementation, and assign the displayed factory/fortress special nodes as defined for each level. Nodes should be around 24–48 px radius depending on canvas width.

Every owned non-neutral node generates 1 troop per update cycle; factory nodes generate 2. Neutral nodes generate none. Player generation is affected by the selected country’s production modifier, and a temporary Blitzkrieg doubles player generation for 5 seconds. The UK multiplies starting troops by 1.4; USA multiplies traveling troop speed by 1.25; Germany and India multiply player spawning by 1.2 or 1.15 respectively; France multiplies player attack damage by 1.3; Japan applies a 0.7 defensive multiplier; Brazil’s displayed fortress perk exists and should correspond to fortress-related defense behavior; China’s displayed factory perk is represented by the country’s production/factory modifier used by the game. Combat occurs when moving troop swarm particles reach a node: subtract incoming troop amount from a hostile node, capture it if its troops fall to zero or below, and leave the attacker with the absolute remaining amount (at least 1). Sending to a friendly node adds troops. Enemy fortress defense reduces incoming damage to 65%; player fortress defense uses the selected defense multiplier. When a node is captured by the player, it adopts the player’s flag pattern.

Main interaction: click/touch and drag from a player-owned ball containing more than 2 troops to any other node. On release, remove exactly half of the source’s troops (floor), then launch a swarm representing that amount toward the destination; the source briefly becomes angry with slanted eyes. The moving swarm is several small glowing triangular arrow shapes, blue for player, red for red enemy, yellow for yellow enemy, with speed based on the player speed perk. Show a yellow thick drag line from the source to the current pointer while dragging. Enemy AI periodically finds a red/yellow node with at least 5 troops and, if it has more than 110% of an adjacent node’s troops, sends half its troops to that adjacent node. AI can attack or reinforce through the graph.

Add an in-game HUD inside the canvas at top-left: “Level N | Regions: X/Y,” where X is the number of player-owned nodes. While not dragging, show “Drag your ball to send troops”; while active show “BLITZKRIEG ACTIVE!” in orange. Above/below the canvas, provide dark rounded buttons for BLITZKRIEG (Ready/cooldown text), AIR STRIKE (Ready/cooldown text), PAUSE, RESTART, and MAIN MENU. Blitzkrieg has a 30-second cooldown and lasts 5 seconds. Air Strike has a 20-second cooldown: clicking it changes its status to “SELECT TARGET,” then clicking an enemy red or yellow node halves its troops, down to at least 1. Disable buttons during cooldown and dim them. Pause freezes simulation and displays a translucent overlay reading “PAUSED” and “Tap PAUSE button to resume”; pause toggles to RESUME.

When all nodes are player-owned, stop gameplay and draw a dark translucent overlay with bright green “LEVEL N COMPLETE!” and “Tap Next Level to continue,” plus a victory overlay/button labeled “Next Level.” Advance through levels 1–4; after completing the last level, show a simple completion alert and restart level 1. If the player owns no nodes, show a red “DEFEAT” overlay with “Use RESTART button below,” then return to the main menu briefly afterward. RESTART reloads level 1 if a country is selected, otherwise returns to the nation menu. MAIN MENU resets game state and opens the nation selection. Include small simple synthesized sound effects for sending, hits, capture, power activation, defeat, and victory if audio is available, but keep the game playable without audio. Ensure mouse and touch dragging work, prevent page scrolling during touch play, and keep the canvas responsive to the viewport.

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