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Arcade › Equal Ground

Equal Ground

  • 2d
  • management
  • strategy
  • tycoon
  • civic
  • historical
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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. NOOTBEEECH built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Equal Ground was built by NOOTBEEECH 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 Equal Ground 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 Equal Ground

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 management/tycoon game titled “Equal Ground,” subtitled “A community change tycoon.” The game is a compact single-screen civic strategy interface about dismantling segregation as a system rather than simulating suffering. Set the campaign in 1954, beginning after a landmark court decision has opened a door: the player leads a coalition that must turn a legal victory into everyday equal access across a city.

Use a polished editorial dashboard presentation rather than an explorable world. The page should have a warm, modern paper-and-civic-design aesthetic: a pale blue-to-cream diagonal gradient background, dark navy text, off-white rounded cards, soft shadows, a deep blue hero panel, gold progress accents, and green purchase buttons. Use a clean system sans-serif for interface text and a large Georgia-like serif for the title and major headings. At the top, show a blue rounded square mark with a white up-right arrow, the title “Equal Ground,” the subtitle “A community change tycoon,” and a pill on the right reading “Year 1954” (with the year changing as actions are taken).

Layout the main content in two columns on desktop and stack it vertically on narrow/mobile screens. On the left, place a large blue hero card with the headline “Build a fairer city.” and this exact supporting message: “Grow solidarity, open doors, and invest in equal access. This game treats segregation as a system to dismantle—not a suffering simulator.” Include subtle pale star/sparkle symbols in the upper-right. At the bottom of the hero, show an “Equal access” meter starting at 0%, with a rounded horizontal track and gold fill. Under it show three stat cards: “People organized” starting at 12, “Community funds” starting at $80, and “Momentum” starting at 1.0×.

Below the stats, provide a “TAKE ACTION” section with four clickable rounded action tiles in a two-column grid. Each tile has a title, a short description, and a dynamic cost/reward label:
- “Organize neighbors” — “Build relationships and grow the base.” This costs no funds, adds 4 organized people, increases equal access by 2 multiplied by current momentum, and grants $8 community funds.
- “Run a teach-in” — “Share history, strategy, and rights.” Costs 
2, adds 2 people, and increases access by 5 multiplied by momentum. - “Support legal aid” — “Challenge an unfair rule in court.” Costs
5, adds 1 person, and increases access by 9 multiplied by momentum. - “Open a bus route” — “Connect people to jobs and schools.” Costs $35, adds 2 people, and increases access by 12 multiplied by momentum. The action tile should become visibly muted/locked when the current funds cannot cover its effective cost. Clicking an unaffordable paid action should show a dark rounded toast saying “Not enough community funds.” After a valid action, subtract its cost, add its people and access gains, increment the action count, advance the year to 1954 plus the number of completed actions divided by three rounded down, append its historical/campaign result to the coalition log, show that result in a toast for about 1.8 seconds, and rerender all stats. Cap equal access at 100%. Do not allow actions after reaching 100%. On the right, show a “Campaign brief” card with the text: “A landmark court decision has opened a door. Your coalition must turn a legal victory into everyday access across the city.” When equal access reaches 100%, replace it with: “The city is changing. Equal access is now the standard—and your coalition has learned that progress takes organized people, resources, and courage.” Below it, show an “INVEST IN THE COALITION” card with three upgrade rows, each containing an upgrade name, a small effect description, and a purchase button. The upgrades are: - “Community center” — “+1 person per action” — costs $60. Once bought, it increases the people gained from every action by 25% (rounded to the nearest whole person), despite the short UI description; the purchase button changes to “Built.” - “Local newspaper” — “+25% momentum” — costs $90. Once bought, set momentum from 1.0× to 1.25×; the button changes to “Built.” - “Volunteer network” — “Actions cost less” — costs
40. Once bought, reduce every nonzero action cost to 75% using ceiling rounding; the button changes to “Built.” Disable purchase buttons when already built or when funds are insufficient, using a muted gray disabled style. Successful purchases subtract their cost, mark the upgrade built, append an appropriate message to the log (“The community center opened its doors.”, “The local paper amplified the campaign.”, or “Volunteers built a citywide support network.”), show “Investment built,” and update the interface. Below the upgrades, show a “COALITION LOG” card with a vertically scrollable list of the latest five entries in reverse chronological order, each with a narrow gold left border. Start the log with “1954: Your coalition begins with a small circle and a big goal.” Add these exact action entries when used: “Neighbors formed a new organizing circle.”, “A packed teach-in connected history to action.”, “Legal aid filed a challenge to an unfair policy.”, and “A new route connected more families to opportunity.” The footer should read: “Inspired by real movements for civil rights and equal access. Learn the history behind the game.” Keep the experience focused on resource allocation and collective progress, with no combat, character movement, map, or suffering simulation. Use rounded cards, compact spacing, subtle hover lift/active press feedback on action tiles, and responsive scrolling on small screens. Preserve the exact initial state: year 1954, 12 people organized, $80 funds, 0% access, 1.0× momentum, and no upgrades built.

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