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Frontier Crown

  • 2d
  • top-down
  • exploration
  • settlement
  • resource-gathering
  • pixel-art
  • mobile-friendly
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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. ANIMING TAMIL built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frontier Crown yet. Play it, then tell ANIMING TAMIL what you would add next.

Make your own game

Frontier Crown was built by ANIMING TAMIL 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 Frontier Crown 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 Frontier Crown

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 exploration and settlement game titled "Frontier Crown" on a full-screen HTML canvas. Use a pixel-art-inspired, clean geometric style with a muted frontier palette: a checker-like grassy wilderness made from 32px square tiles in several green shades, occasional tiny grass marks, dark blue-green translucent HUD panels with cream/gold borders, and chunky rectangular buttons. The world is a large scrolling map (about 110x78 tiles); keep the player centered with a camera that follows them and clamps to the world edges.

The player is a small, simple pixel adventurer: dark blue tunic/body, peach face, brown hair, and a visible tool held to the right. Start them in the left/middle portion of the wilderness. The player moves continuously with Arrow keys or WASD, with normalized diagonal movement, and on touch devices provide a virtual joystick in the lower-left. Collision should keep the player inside the world and prevent walking through the large closed kingdom landmark.

The central gameplay loop is to explore, approach nearby resource deposits, gather materials with the correct tool, then build houses to expand settlement capacity. Scatter resource nodes throughout the open grassland, keeping them separated from one another and away from the starting player. Include four visually distinct deposit types: wood as a small green tree with brown trunk, stone as a gray angular rock, food as golden crops/stalks, and gold as a bright yellow-gold angular ore outcrop. Each node has a finite amount and becomes a subdued empty marker when depleted. There should be roughly 34 wood nodes, 24 stone nodes, 18 food nodes, and 7 gold nodes. A gather action selects the nearest active node within roughly 62 pixels. Gathering gives 3 wood, 3 stone, 2 food, or 1 gold, while reducing that node's remaining amount by one. Wood requires the AXE and stone requires the PICKAXE; food and gold can be gathered with either. If there is no nearby node, show "Move closer to a resource deposit." If the tool is wrong, show the appropriate requirement message. Start with food 6, gold 4, wood 0, stone 0.

Allow the player to swap between AXE and PICKAXE with T on keyboard or a lower-left "SWAP TOOL (AXE/PICK)" button. The initially equipped tool may be randomized between axe and pickaxe. Gather with E or Space, or a lower-right "GATHER" button. Show a brief visual action flash on the player and a short-lived status message after successful actions.

Allow building a wooden house at the player's current location with B or a lower-right "BUILD HOUSE" button. A house costs 20 wood, 10 stone, 5 food, and 2 gold. If resources are insufficient, show "House cost: 20 wood, 10 stone, 5 food, 2 gold." Only allow construction on open grass and reject spots too close to existing houses or resource nodes, showing "Find a clear patch of grass to build." On success subtract the resources, place a small pixel-art brown wooden house with a dark triangular roof, gold door, and blue window, increase population capacity by 2, and show "Wooden house built. Capacity increased by 2." Start capacity at 1 and population at 1. Every 12 seconds, if population is below both 10 and capacity, add one villager automatically and report the new population. Ranks are Settler below population 5, Steward at population 5-9, and Village Head at population 10. When population reaches 10, display a prominent bottom banner reading "VILLAGE HEAD UNLOCKED".

Place a distant NPC KINGDOM landmark in the upper-right area of the map, approximately at 78% world width and 30% world height. It should be a large muted circular brown boundary/ruin with a simple central keep, red roof/towers, and labels "NPC KINGDOM" and "central keep closed". The kingdom's central area is blocked for movement; it is scenery and not enterable. Add a subtle tan path leading toward it, but do not add combat, enemies, quests, NPC interaction, inventory screens, or other mechanics not described here.

HUD: At the upper-left, show a dark panel titled "FRONTIER CROWN", then "Rank: [rank]   Population: [population]/[capacity]", resource counters with wood, stone, food, and gold icons/counts, and "Tool: AXE/PICKAXE | [E] gather [B] build". At the upper-right show a "BUILD OPTIONS" panel with "Wooden house" and either READY or the exact cost string "20🪵 10◆ 5🍞 2✦", plus "Each house: +2 capacity". Also render a square minimap near the upper-right below the panels: green terrain grid, brown/red kingdom marker, colored resource dots, house markers, a viewport rectangle, and a pale player marker, labeled "MAP". Status messages should appear temporarily in a centered cream-bordered panel near the top.

For mobile/touch layout, use responsive full-screen canvas controls: a translucent circular joystick at the lower-left, GATHER and BUILD HOUSE buttons stacked at the lower-right, and the tool swap button at the lower-left beneath/near the joystick. Use pointer events and prevent page scrolling. Keep the game visually legible at narrow portrait sizes, with panels adapting to the viewport. Render all art directly with canvas primitives and text in a monospace/pixel-like font; maintain the restrained green, charcoal, brown, muted blue, and cream/gold aesthetic shown in the reference.

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