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Arcade › Dustfront Command
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jussi.makela built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dustfront Command yet. Play it, then tell jussi.makela what you would add next.
Dustfront Command was built by jussi.makela 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 Dustfront Command 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.
Recreate a browser-based top-down real-time strategy defense game titled “Dustfront Command.” Use a full-screen responsive HTML canvas playfield with a fixed top HUD and two bottom overlay panels. The camera shows a large 1800x1100 world through a responsive viewport, with zoom automatically constrained roughly between 0.62 and 1.05; use a muted military sci-fi palette and crisp flat vector shapes rather than detailed textures. World and presentation: render a dark desaturated green battlefield (#243a2c) covered by an evenly spaced grid with lines every 80 world units, sparse tiny darker/lighter square dust flecks, and two translucent khaki strategic markings: a vertical strip near x=820 and a horizontal strip near y=520. The initial battlefield contains a large command post at world position approximately (150,470), a rectangular dark blue-gray building outlined in pale steel, with an inset panel, a small gold roof block and cyan internal panel; label it “COMMAND” / “POST” beneath in bold white text. Place three ore deposits: faceted gold/brown octagonal rocks with bright yellow outlines and the word “ORE” inside, centered approximately at (510,260), (1240,815), and (760,870). Initial gameplay state: start with 600 credits, 100% power, wave 1, and no upgrades. Spawn three friendly units near the command post: two Rifle Teams around (280,560) and (320,600), and one Strike Tank around (370,570). Spawn two small raider enemies around (1450,330) and (1510,370), plus one larger brute around (1430,760). Friendly units are cyan/teal or gold stylized shapes with dark outlines and a thin health bar above them; enemies are red circular units with dark outlines, a protruding gun shape, and red health bars. Core controls and selection: support pointer/mouse/touch input. Drag a rectangle over units to select a squad; clicking/tapping a friendly unit selects only that unit; clicking/tapping empty ground gives selected units movement destinations, arranged in a circle around the destination. Selected units display a pale cyan ring. Press the A key to make every selected unit focus the nearest enemy and show a “Focus fire engaged” toast. Escape clears selection. Include a visible help strip saying “Drag to select units · click/tap ground to move · A attack nearest enemy.” Unit types and combat: Rifle Team costs 150 credits, has 5 HP, radius 12, speed 115, range 165, and damage 1. Draw it as a cyan circle with a short pale gun barrel. Strike Tank costs 300, has 16 HP, radius 20, speed 62, range 230, and damage 3. Draw it as a wide gold rectangular hull with a dark turret and barrel. Harvester costs 220, has 10 HP, radius 18, speed 48, no weapon, and visually is a green rectangular vehicle with a gold top element. A harvester generates 2 credits per second while within 65 units of an ore node; it does not need a special collection animation. Units move toward their assigned destination unless an enemy is within their attack range. Units automatically attack the first enemy in range, once every 0.7 seconds. Each hit creates a brief expanding ring effect at the target, and killing an enemy awards 35 credits. Enemy behavior: raiders have 5 HP, radius 12, speed 72, damage 1 and attack range 130; brutes have 12 HP, radius 20, speed 42, damage 2 and attack range 150. Enemies select the nearest friendly unit, move toward it until within roughly 70% of their attack range, then attack every 0.85 seconds. Destroyed units disappear and are removed from selection. Every 9 seconds, increment the wave and spawn 2 plus half the wave number (rounded down) enemies along the right edge, using brutes every fourth wave and raiders otherwise; show a toast such as “Enemy wave 2 inbound.” The game ends when no Rifle Team or Strike Tank remains: set the status to “COMMAND POST LOST” and show an “All combat units destroyed” toast. There is no separate victory condition shown in the implementation. Build and upgrade panel: place a dark translucent bordered panel at bottom-left titled “DEPLOY REINFORCEMENTS,” with buttons in a compact grid. Buttons must be functional and deduct credits, rejecting unaffordable purchases with a “Not enough credits” toast. Provide: RIFLE TEAM (50 · 5 hp), STRIKE TANK ($300 · 16 hp), HARVESTER (20 · +2/s), TURRET (