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Arcade › Dusk Armada
Command a dusk-lit cruiser, launch fighters and bombers from the deck, and spend steel on action cards to break the enemy fleet. Rank up mid-battle, choose doctrine upgrades, and read the sky for incoming threats.
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Dusk Armada was built by Oleg Sidorkin 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 Dusk Armada 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 2D side-view real-time naval strategy game set at dusk called "Dusk Armada". The game uses a stylized silhouette art style with a moody purple-to-deep-blue gradient sky, a large pale moon in the upper right (with a shadow arc cutting through it), tiny faint stars scattered across the sky, a dark purple sea at the bottom, and a thin reddish horizon glow separating sky and sea. Horizontal moonlit wave lines drift slowly across the dark water. The background uses rich purples (#352a66, #171433), blacks (#05040a), and red-pink UI accents (#ff355c, #b24cff).
**Player Cruiser**: On the left at x=-705, place a large black silhouetted battlecruiser named "Charlie" with: a long angular hull, flat flight deck with catapult tracks and red/pink markings, bridge superstructure with mast, two smokestacks, two turrets (fore and aft) with angled barrels, subtle wake behind the stern, and a red accent stripe along the hull. The ship gently bobs in the water vertically.
**Enemy Cruiser**: Mirror the player's cruiser on the right at x=+705, flipped horizontally, with purple-magenta UI accents instead of red-pink. The enemy ship also bobs slightly out of phase.
**HUD - Top Bar**: At the very top, display three panels in a horizontal row:
- Left panel: "CHARLIE" label, player hull HP number (out of 1000), horizontal health bar (red-to-pink gradient fill), and below that a resource line showing steel count with a diamond icon "◆", and income rate "+X/s".
- Center: A digital timer showing MM:SS elapsed time.
- Right panel: "ENEMY FLEET" label (right-aligned), enemy HP number (out of 1000), health bar (purple-to-red gradient fill), and resources/income (right-aligned).
**HUD - Progression Strip**: Below the top bar, display a semi-transparent dark panel showing: "Rank N · +X% dmg" on the left, "Sea Control +/-X%" on the right (positive values favor the player), a thin XP progress bar (red-pink gradient fill), and below that an objective status line naming the current battle phase ("Opening Probe", "Air Superiority", "Torpedo Rush", or "Final Salvo").
**HUD - Action Cards (Bottom)**: Display 5 cards in an arc across the bottom center, each showing:
1. **Bomber** (key 1, glyph ◆, 50 steel): "Slow aircraft that flies high and bombs the enemy cruiser. Strong versus ships, fragile against fighters and flak. / Countered by Fighter and Anti-Air"
2. **Fighter** (key 2, glyph ▲, 35 steel): "Fast interceptor that hunts bombers before they drop payloads. Weak versus ship guns and massed flak. / Counters Bomber"
3. **Torpedo Boat** (key 3, glyph ▰, 45 steel): "Low silhouette boat that skims the dark sea and launches torpedoes into cruisers. Vulnerable to broadside shells. / Countered by Broadside"
4. **Anti-Air** (key 4, glyph ✦, 30 steel): "Orders a burst of red flak over the central sky. Cheap answer to aircraft pushes, but useless against boats. / Counters aircraft only"
5. **Broadside** (key 5, glyph ●, 60 steel): "Heavy cruiser salvo. Damages enemy hull and deletes small boats caught along the shell path. / Counters Torpedo Boat"
Each card shows its keyboard number, unit name, large glyph icon, and steel cost with a diamond icon. The selected card glows red and scales up slightly. Cards that cannot be afforded or are on cooldown appear dimmed and desaturated.
**HUD - Unit Intel Panel (Bottom Right)**: Display the selected card's full name, description, cost, and counter information in a semi-transparent panel with a red right-border accent.
**Core Mechanics**:
- Click or tap a card (or press 1-5 keys) to spend steel and deploy that unit. Each unit has a cooldown timer before it can be deployed again.
- Steel resources regenerate continuously at a base rate + bonuses from command rank and sea control.
- **Bomber**: Black silhouette plane with forward-pointing nose and swept-back wings, launches from the player's carrier deck (with a brief catapult flash effect: horizontal streak and spark in red/purple), flies high across the sky toward the enemy cruiser, then drops a bomb projectile. Bombers are slow, deal heavy damage to ships, but are fragile against fighters and flak. The plane shape must clearly show which direction it faces (nose forward, not backwards).
- **Fighter**: Smaller, faster black silhouette plane with swept-back wings, launches from the carrier deck and flies at a higher altitude than bombers. Fighters intercept and shoot tracers at enemy bombers and other fighters, destroying them before they can attack. Fighters are fast but vulnerable to flak.
- **Torpedo Boat**: Small black silhouette boat at sea level with a hull, cabin, and torpedo tube, travels across the dark water toward the enemy cruiser and deals heavy damage on contact (destroying itself), but is easily destroyed by broadside shells.
- **Anti-Air (Flak)**: Instant area-of-effect attack; creates a visual burst of red-pink or purple circles in the sky over the center area. The flak burst damages enemy aircraft caught in its radius over a brief duration.
- **Broadside**: Fires 2-3 large shell projectiles (glowing red/purple circles with short trails) from the cruiser toward the enemy. Shells travel in an arc, damage the enemy cruiser on impact, and destroy any torpedo boats they pass through. Create explosion effects (expanding ember particles) on impact.
**Unit Behavior**: All units auto-move horizontally across the screen toward the enemy side. Aircraft bob gently and launch from the deck with a rising animation. Fighters chase and shoot nearest enemy bombers/fighters with glowing tracer projectiles. Bombers drop bombs when over the enemy cruiser. Torpedo boats ram the enemy cruiser. Broadside shells and bombs create explosion effects (radiating particles in red or purple tints) on impact.
**Sea Control**: Count the number of player vs enemy units near the center of the screen (x=0), weighted by unit type and distance from center. If the player has more units near center, the sea control meter drifts positive; if the enemy has more, it drifts negative. Positive sea control boosts the player's income and damage; negative sea control boosts the enemy.
**Command XP & Rank**: Gain XP for deploying units, damaging the enemy hull, and destroying enemy units. When XP reaches a threshold, rank up (up to rank 5). Each rank increases max steel capacity, income, unit stats (HP, speed, damage), and reload speed. On rank-up, pause the game and offer 3 random upgrade cards to choose from:
- Catapult Crews: reload 9% faster
- Heavy Bombs: bombers/broadsides deal 14% more damage
- Escort Doctrine: fighters cost 5 less steel, gain speed
- Deep Magazines: +42 max steel, +1 income
- Emergency Repairs: restore 110 hull HP immediately, units gain +6% HP
- Radar Plotting: sea control bonuses 25% stronger
Display the upgrade modal as a centered dark panel with the 3 upgrade choices as clickable cards showing name and description. Clicking one applies it permanently for this battle and closes the modal.
**Battle Phases**: The enemy AI escalates through 4 phases based on elapsed time: "Opening Probe" (0-45s), "Air Superiority" (45-90s), "Torpedo Rush" (90-150s), "Final Salvo" (150s+). Display the current phase name in the objective text. Higher phases give the enemy better income, faster cooldowns, and stronger units. The enemy AI prioritizes countering the player's unit composition: deploys fighters/flak if the player has many aircraft, deploys broadsides if the player has torpedo boats, and favors bombers/torpedoes if the enemy is losing HP.
**Win/Lose**: Reduce the enemy cruiser's HP to 0 to win, or lose if Charlie's HP reaches 0. Display a centered victory/defeat panel with "Victory" or "Defeat" title, result text, and a "Restart Battle" button. Press R to restart at any time.
**Visual Details**: Units and projectiles appear as solid black silhouettes with colored accent lines (red/pink for player, purple for enemy) underneath. Catapult launches create a horizontal streak and spark flash. Explosions spawn 9 radiating ember particles that fade and expand. Flak bursts create clusters of overlapping circles that spin and fade. All effects use the red/pink or purple tint matching the attacker's side. The camera is orthographic, centered on the battlefield, showing both cruisers and the airspace between. In portrait mode, the battle view occupies the top half and the HUD panels stack in the bottom half with smaller fonts.