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Arcade › Flock & Fire
Click the game above and it runs right here in your browser. No download, no installer, no account needed. STEVEN MOLYNEAUX built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Flock & Fire yet. Play it, then tell STEVEN MOLYNEAUX what you would add next.
Flock & Fire was built by STEVEN MOLYNEAUX 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 Flock & Fire 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 polished mobile-friendly 3D lane-defense and merge game titled "Flock & Fire". Use a dark navy background and an elevated, slightly top-down perspective camera looking down the length of a rectangular battlefield. The battlefield should be a broad blue-gray rectangular platform with a darker, narrower central enemy lane, long raised golden-brown fences along the left and right edges, and a green circular coop/base at the near end. Place a yellow rectangular sign-like panel above the coop. Use soft shadows, fog, warm directional lighting, and a simple low-poly/cartoon aesthetic. The player defends the coop from red cube invaders. Enemies spawn at the far end of the lane in varying horizontal positions and move steadily toward the coop. Each enemy is a red/pink box with initial health based on the current wave (2 + floor(wave * 0.65)); enemy movement speed is 0.55 + wave * 0.035. When an enemy reaches the near base area, remove it and reduce the coop's health by 1. Start the coop at 10 health. End the game when health reaches zero, showing a centered dark translucent overlay and rounded card with the title "Flock overrun!", text saying the player held the coop through the displayed wave, and a "Play again" button that restarts the game. The defensive units are cute yellow chick models used as automatic cannons. Begin with 120 coins and five unit slots, containing three level-1 chicks and two empty slots. Render the chicks in the world in a row near the coop, with their scale increasing slightly with level. Every 0.9 seconds, every placed chick automatically fires a glowing golden egg projectile forward up the lane toward the enemies. Eggs travel quickly, deal damage equal to the chick's level, and disappear on impact or after leaving the far end. On hit, reduce enemy health; when an enemy dies, award coins equal to 4 + its maximum health and add its maximum health to the score. At the bottom of the screen, provide a fixed merge panel with the instruction text: "Tap two matching chicks to merge them into a stronger cannon." Show five rounded dark unit slots. A slot containing a chick displays a chick icon and a small level number; an empty slot displays a plus sign with a dashed/faded treatment. Tapping a filled slot selects it with a bright yellow outline. Tapping a second slot with the same level merges them: increase the first chick's level by one, empty the second slot, award 8 coins, and update the corresponding world chick. Tapping a different-level chick changes the selection to that chick; tapping the selected slot again deselects it. Do not allow merging empty slots. Add a gold rounded button labeled "Buy chick · 20" below the slots. If the player has at least 20 coins and an empty slot exists, buying fills the first empty slot with a level-1 chick and deducts 20 coins; otherwise do nothing. The chick units should visibly animate with an idle animation if available, and all chicks, enemies, base, fences, and eggs should cast or receive appropriate soft shadows. Use a fixed HUD over the 3D scene. In the top-left, show a dark rounded pill with the chick emoji and "Flock & Fire". In the top-right, show three separate rounded statistic pills: coin emoji and coin count, heart emoji and coop health, and wave emoji and current wave. Start wave 1. Spawn enemies on a timer starting around 1.5 seconds and then roughly every max(0.45, 1.4 - wave * 0.035) seconds. Every 18 seconds, advance the wave and award 18 coins. Keep the interface responsive and touch-friendly with rounded buttons, translucent navy panels, white bold text, bright yellow accents, and safe spacing at screen edges. The game should be playable without keyboard controls: all interaction is through tapping/clicking the merge slots and purchase/restart buttons; combat is automatic.