Arcade › Four Tides
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sag-klaefeli21 built it with Cinevva, so it works on a phone or a tablet too.
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Four Tides was built by sag-klaefeli21 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 Four Tides 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 browser-playable 2D top-down naval exploration and light strategy game titled “FOUR TIDES.” Render the world on a large responsive canvas using crisp, pixel-art-inspired shapes. The playfield is a dark teal ocean with a subtle 32px grid, bordered by a dark blue background when aspect ratios differ. The game begins with a centered purple/navy start panel titled FOUR TIDES in chunky retro lettering. Explain that the player chooses an island for a castle, sails currents, fights enemy ships, explores through fog, and builds an economy. Show eight large aqua buttons in a 2-column grid labeled Island 1 through Island 8, with repeating biome names Coral, Lagoon, Sunset, Storm. Clicking an available island claims it for the player and starts the match. After starting, generate a seeded, non-overlapping map of about 14 oval islands arranged around the center. Islands alternate green shades, have tan beaches, small dark vegetation marks, and a dark offset shadow. The player’s claimed island and three rival islands each display a simple castle made of a colored upper block, reddish lower structure, dark doorway, gold roof/trim, and the word CASTLE. Four captains occupy the map: the player is named Coral/“You” and rivals are Lagoon, Sunset, and Storm, each represented by a small ship with a distinct captain color. Place five purple spiral whirlpools, nine translucent rectangular current zones labeled SLOW CURRENT or FAST CURRENT, ten glowing yellow artifact pickups near islands, eight small wood/metal supply crates, four pirate bases near islands, and four red pirate enemy ships. The map should be procedurally regenerated by a New Map button. Use WASD or arrow keys to sail the player’s small top-down ship continuously around the bounded ocean. Movement is 100 units per second modified by upgrades and current zones: slow current reduces movement and fast current changes it in the opposite direction according to the game’s current multiplier. Show the ship with a dark hull, captain-colored body, mast, and tan sail. Rotate it in the movement direction. The player can fire with SPACE. Firing automatically targets the nearest living enemy ship within cannon range and launches a yellow projectile toward it; otherwise log “No enemy ship in cannon range.” Player cannon damage starts at 16 (12 plus one base damage upgrade component), and defeated enemy ships reward 45 coins. Enemy ships pursue the player within 320 units, fire red projectiles within 210 units every roughly two seconds, and have visible red/green health bars. Enemy shots reduce ship HP; ship HP starts at 100. Contact with whirlpools periodically damages the hull, and touching a pirate base can steal up to 25 coins periodically. Keep combat focused on movement, dodging, and firing. Use fog of war: after the match begins, cover the map with a very dark translucent overlay, revealing a circular area around the player and larger circles around player-claimed islands. The player’s ship should have a light selection outline. Clicking visible map objects has contextual actions: clicking an uncollected yellow artifact recovers it and adds one artifact; clicking a supply crate collects one supply; clicking the player’s ship fishes for one fish; clicking a pirate base attempts a raid, succeeding only once the attack upgrade is at least 2, then defeating the base and recovering stolen cargo; otherwise log that attack must be upgraded. Clicking the player’s castle opens the command room. Include a fixed HUD over the canvas. At the top show captain name, coins, fish, artifact count, current state (calm/slow/fast), ship HP, Chat, and New Map. At the bottom of the canvas show the control hint: “WASD / ARROWS sail • SPACE fire • stay moving • Click your castle for the command room.” Include a lower-left scrolling event log for messages such as claimed islands, salvaged supplies, fishing, pirate raids, combat rewards, and whirlpool damage. Include a toggleable chat panel at bottom-right with a message list, text input limited to 80 characters, and Send button; submitted messages display as “You:” text. Chat is local UI only and does not need network behavior. The castle command room is a purple/navy modal panel on the right with retro styling and four tabs: INVEST, MARKET, AUCTION, BOARD. INVEST shows a castle integrity meter starting at 100%, cannon range, and “Mines ready,” then purchasable upgrades using starting funds of 320 coins: ship speed (cost 60 times current speed level), ship defense (70 times current defense level, reducing combat and hazard damage), ship attack (75 times current attack level), cannon range/damage (80 times current range level), an underwater mine for 40 coins, and a watch tower for 140 coins. Purchases deduct coins and log completion; mines and watch towers only need to be represented by the action/log rather than adding an unimplemented combat system. MARKET shows sale actions: sell all fish for 18 coins each, artifacts for 160 each, and supplies for 32 each. Add a HOT ORDER action that makes the player’s next sale pay double, then clears the bonus. AUCTION shows three initial lots—Ancient Compass from Storm at 120 coins, Iron Ingots ×4 from Lagoon at 70, and Golden Fish from Coral at 210—with seller, remaining seconds, and current bid. Let the player bid by adding 20 coins to a lot, if affordable, and list one fish as a Golden Fish lot at a 25-coin opening bid. BOARD shows living enemy ship count, stolen cargo held, and the reminder to keep moving while fighting. Close the modal with a Close button or Escape. Maintain the visual style seen in the reference: flat pixel/block geometry, dark navy and teal ocean, aqua highlights, gold currency and title accents, coral/red danger elements, lavender modal borders, chunky shadows, monospace HUD/log text, and a retro arcade strategy presentation. Make it playable immediately in a modern browser with responsive scaling and no external gameplay dependencies beyond the optional retro title font.