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Frontier Free For All

  • 2d
  • top-down
  • action
  • strategy
  • arena
  • rpg
  • frontier
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. STEVEN MOLYNEAUX built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frontier Free For All yet. Play it, then tell STEVEN MOLYNEAUX what you would add next.

Make your own game

Frontier Free For All 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 Frontier Free For All 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 Free For All

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 top-down 2D real-time arena/strategy combat game titled “Frontier Free For All.” Use a large 3600x2400 scrolling world viewed through a camera centered on the player and clamped to the world edges. The setting is a stylized green frontier forest: fill the terrain with medium/dark green, a lighter green rectangular border, subtle square grid lines, scattered trees and small houses, and a faint forest image/parallax texture behind the playfield. Use simple readable shapes plus Kenney-style forest, house, tree, and castle-wall imagery where available.

The world contains six colored bases positioned around the map: Crimson at (500,430), Gold at (3050,430), Azure at (3050,1980), Verdant at (500,1980), Violet at (1800,350), and Amber at (1800,2050). Each base is a square building inside a large circular defensive territory/wall ring, with its team color, surrounding repeated wall pieces, a name label such as “Crimson Base,” and a visible HP bar and “HP current / max” text. Bases begin with 200 HP, level 1, and a circular wall radius of about 260. The player belongs to Crimson, starts at (500,540), just south of the Crimson base, and has 100 HP, 0 armor, a sword equipped, 12 ammo, 2 food, 50 wood, and 35 metal.

The player is a small top-down character with a light face/head, blue shirt/body, and a directional weapon/arm. Display a green player HP bar and “YOU” label. The player can move continuously with WASD or arrow keys at roughly 190 pixels/second, with diagonal movement normalized, and faces the movement direction. Keep the camera following the player. Also provide touch/click HUD buttons for “+ Swordsman,” “+ Archer,” “Fire,” “Sword Attack,” “Pickup,” and “Upgrade.”

Combat is real-time. Space performs a short-range sword attack: damage every nearby enemy unit within about 58 pixels for 18 damage and slightly damages any enemy base within its wall range. F fires a projectile only while the pistol is equipped; each shot consumes one ammo, travels in the facing direction at about 720 pixels/second, and damages hit enemy units for 10 and enemy bases for 1. If the sword is equipped, F should show a toast saying to equip a pistol; if ammo is empty, show “Out of ammo.” Projectiles should be thin bright lines, with arrows a warm yellow and bullets pale blue/white.

The player can recruit troops while near the Crimson base (within base wall radius plus 90). M recruits a swordsman for 10 wood; R recruits an archer for 12 wood. Spawn the new unit near the player’s base and show a toast confirming recruitment. If too far away, show “Stand near your base or army camp”; if resources are insufficient, show “Need more wood.” Crimson begins with one swordsman near its base. Each other base begins with one local swordsman and one archer; Crimson also has an initial swordsman. Units use their owner base color. Swordsmen are compact dark/light armored top-down figures with a melee blade; archers have a bow shape. Show each unit’s colored HP bar and a small “SWORD” or “ARCHER” label.

Enemy and allied units use simple autonomous behavior: seek nearby enemy units within about 260 pixels, move toward them, and attack when within 55 pixels. Swordsmen perform melee attacks roughly every 1.1 seconds; archers fire arrows roughly every 1.6 seconds. Enemy units can also attack the player. Units have 100 HP for swordsmen and 80 HP for archers. Dead units disappear temporarily and respawn at their owner’s base after about 5 seconds. When a Crimson-owned unit dies, increment the player’s kills and drop ammo and metal loot at its location.

Bases can be destroyed when their HP reaches zero; mark them dead and display a toast such as “[name] base destroyed.” Enemy bases periodically fire arrow-like projectiles toward the player. Preserve the six-base free-for-all battlefield feel, colored ownership, base HP, and minimap markers.

Scatter about 26 decorative trees/houses, 22 closed chests, and 30 resource pickups throughout the map. Chests are brown rectangular boxes with gold bands; approaching one and pressing P opens it and drops either 8 ammo or 3 food. Resource pickups are small colored circles labeled A (ammo), M (metal), or F (food): ammo is yellow, metal is pale gray-blue, and food is orange-red. P collects nearby pickups within about 50 pixels and opened chest drops within reach; show “Loot collected,” “Chest opened — loot dropped,” or “Nothing close enough.”

The E upgrade action works near the Crimson base (within about 300 pixels): spend 20 wood and 10 metal, increase the base level by one, increase its maximum HP by 40 and restore it to full, and increase player armor by one up to 5. Show a toast with the new base level. If too far away, show “Stand beside your base to upgrade”; if resources are insufficient, show “Need 20 wood + 10 metal.” Armor reduces incoming player damage by 10% per armor point, capped at five points.

Include an inventory strip at the bottom center with selectable slots for sword, pistol, armor, and food. Sword and pistol change the active weapon; armor increases/equips armor up to its cap and shows “Armor equipped”; food heals 20 HP and consumes one food. The pistol is available through the inventory selection even though the player starts with sword. Highlight the active weapon slot. Include a top HUD panel showing the title, player HP, armor percentage, weapon, ammo, wood, metal, food, Crimson base level, living Crimson troop count, and kills. Put a top-right help panel reading approximately “WASD / arrows move · F fire · Space sword attack · M swordsman · R archer · P pickup · E upgrade.” Add a top-center toast panel for temporary feedback.

Add a bottom-right minimap in a dark translucent rounded panel, about 150x105 pixels, showing the six colored base dots and a white player dot scaled to the full 3600x2400 world. Use a dark green translucent HUD style with cream text, thin muted-gold borders, rounded corners, and warm gold action buttons. On player death, show a centered dark translucent panel with “You died” and “Respawning in 5 seconds…”, then respawn the player at (500,630) with full HP after five seconds. Keep the entire presentation clean, sparse, and readable, combining a forest-green frontier palette, simple vector combat silhouettes, muted gold UI, and a responsive desktop/mobile layout.

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