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Field Conquest

  • 3d
  • strategy
  • territory-conquest
  • real-time
  • mobile
  • casual
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Field Conquest yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Field Conquest 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 Field Conquest 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 Field Conquest

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 mobile-friendly 3D real-time territory-conquest strategy game titled "Field Conquest." Use a bright, stylized low-poly/isometric presentation with a high angled perspective camera looking down at a square grassy field. The camera should frame the whole field on phones, with a gentle barely noticeable sway. Set the sky/background to pale blue, surround the playable green field with a tan dirt rim, and place narrow blue rivers with tan banks along all four outer edges plus small square ponds at the corners. Add soft lighter-green grass patches across the field, scattered low-poly pine trees around the perimeter, and a few small rocks inside/near the edge. Use soft shadows, warm sunlight, ambient fill lighting, and a cheerful polished casual-game look.

The core game is a real-time node conquest game. Place 16 squat rounded cube buildings in fixed positions on the field, each with a colored body, white roof cap, colored circular base/ring, and a floating white circular number badge showing its current troop count. Buildings generate troops over time while owned by a non-neutral faction, up to a capacity of 50; neutral buildings do not generate. The player starts in the southwest with two pink buildings at approximately (-6.5, 5.5) and (-4, 7.5), containing 18 and 10 troops. Use these other starting nodes and colors: three Blue enemy buildings in the northeast at (6.2,-5) with 22, (4.5,-7.2) with 14, and (7.5,-2.5) with 12; two Green AI buildings in the northwest at (-6,-5.5) with 16 and (-3.5,-7) with 10; two Yellow AI buildings in the southeast at (5.5,5.8) with 15 and (7.2,3.2) with 11; and seven Neutral gray buildings in central corridors at (0,0) with 8, (-2.2,2.5) with 6, (2.4,-2.2) with 7, (0.5,5.5) with 5, (-0.8,-5.2) with 5, (3.8,1.5) with 9, and (-4.5,-1) with 8. Faction colors should be pink (#ff6b9d) for the player, blue (#5b8def), green (#6bcb77), yellow (#f7c948), and light gray (#b8c0c8) for neutral. Give the buildings subtle idle animation: caps slowly rotate, and recently interacted buildings pulse slightly.

The player controls the game by pointer/touch drag: press on one of the player's pink buildings, drag toward another building, and release. Show a white/pink line from the source to the pointer and a translucent colored ghost marker at the pointer while dragging; enlarge the ghost and make the line more opaque when hovering over a valid target. A normal release sends half the source building's current troops, rounded down but at least one; holding Shift or Alt sends the entire available troop count. The source troops immediately decrease. Player troops can be sent to friendly nodes to reinforce them or to neutral/enemy nodes to attack them. Do not allow sending from neutral nodes. Display traveling troops as many tiny colored glowing spheres that spawn in a stream, move along the straight source-target route with a smooth slight upward arc/bob, and take time based on distance (about 5.2 world units per second).

When each traveling unit arrives, resolve it individually: friendly arrivals add one troop, capped at 50; hostile arrivals subtract one troop from the target. If a target reaches zero from an attack, it becomes neutral with zero troops; if hostile damage goes below zero, capture it for the attacking faction and give it the leftover troops plus one. On capture, recolor the building and its cap/ring/badge outline and play a brief burst of about 14 colored particles radiating upward/outward. All factions' buildings continuously produce roughly 0.55-0.8 troops per second until their cap, while neutral nodes remain at zero generation.

Include active AI opponents for Blue, Green, and Yellow. Every roughly 0.7-1.6 seconds, each AI faction makes zero, one, or occasionally two decisions. AI buildings with at least six troops choose nearby weak neutral targets preferentially, attack player nodes next, and sometimes attack other AI factions; they may also reinforce a weak allied node. They send about half to 70% of the source troops while retaining at least three troops, and avoid attacks that are unlikely to win. AI actions use the same visible traveling sphere streams and arrival/capture rules as the player.

The objective is to capture every building, including neutral ones, so all 16 buildings fly the player's pink colors. If the player loses the last pink building, immediately show a defeat overlay. When every building is player-owned, show a victory overlay. The end overlay should be a centered cream-to-pale-yellow rounded card with gold border and shadow, title "Victory!" or "Defeated," a short message (victory: "Level 4 cleared — every building flies your colors."; defeat: "Your last outpost fell. Regroup and try again."), and a pink "Play Again" button that resets the complete level, removes active units/particles, and restarts the AI.

Build the HUD as a clean overlay that does not block the game except for controls. At the top center show a large cream/yellow rounded banner with gold border and shadow, the label "LEVEL" and large number "4." Beneath it show a rounded horizontal conquest progress bar with a white translucent shell and a pink-to-coral fill representing the percentage of buildings owned by the player. Beneath/around the bar show rounded white translucent faction chips with a small colored square and live counts of buildings, ordered You, Blue, Green, Yellow, Neutral; hide factions whose count is zero. At the bottom center show a dark translucent green pill hint reading "Drag from your building to attack or reinforce," which fades after seven seconds or as soon as the player begins dragging. Add simple synthesized sounds: a short tone when sending, a rising two-tone capture sound, a short ascending victory jingle, and a descending defeat tone. Keep the interface responsive to portrait mobile screens with safe-area padding and no scrolling, while also supporting mouse pointer input.

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