Appearance
Arcade › Frontline Cards
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Slayer, VR built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontline Cards yet. Play it, then tell Slayer, VR what you would add next.
Frontline Cards was built by Slayer, VR 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 Frontline Cards 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 game titled “Frontline Cards,” a dark sci-fi 2D station-based card battler viewed from a fixed top-down/flat orthographic camera. Use a full-screen near-black navy battlefield (#070a12) with subtle horizontal dark-blue lane/grid bands. The visual style is minimal and clean: flat colored rectangular unit silhouettes, translucent navy UI panels, thin blue-violet borders, rounded corners, and light blue-white system font text. There is no scrolling camera. At launch, show the battlefield behind a centered start panel. The panel reads “Frontline Cards,” “Pick your faction. You’ll fight an AI.” and offers two buttons: “Null Assembly” and “Republic Colonies.” Include the note: “Bases have 5000 HP. You must clear all enemy units before you can damage the base.” The top-left HUD shows rounded pills for “Points: 0,” “Income: +100 / 20s,” and an instruction hint. Once a faction is selected, hide the start panel, show the card bar at the bottom center, initialize the player with 300 points, and spawn one cheap enemy unit in the middle lane to create immediate pressure. The battlefield has three horizontal lanes at world Y positions top, middle, and bottom. Put the player base as a broad vertical cyan/blue rectangular structure at the far left and the enemy base as a broad vertical amber/gold rectangular structure at the far right. The bases have 5000 HP. Units are deployed near their own base: the player side is left and the AI side is right. Player units move right toward the enemy; AI units move left toward the player. Units automatically seek the nearest living opposing unit, preferring an opposing unit in the same lane, move toward it until within their attack range, then automatically deal their basic attack damage on a repeating timer. When no enemy units remain, units continue marching to the opposing base and apply continuous base damage after reaching its base zone. A base is invulnerable while any unit defending that base is alive, so the player must clear all enemy units before damaging the enemy base. End the match with a centered panel reading either “Victory” / “Enemy base destroyed.” or “Defeat” / “Your base was destroyed.” and a “Restart” button. The player earns +100 points every 20 seconds. The bottom card bar contains the current faction’s cards. Clicking a card highlights it, then clicking anywhere on the battlefield chooses the nearest of the three lanes and deploys the selected card there if the player can afford its cost; subtract the cost and clear the selection. If unaffordable, show “Not enough points for that card.” The hint normally says “Click a card, then click a lane.” and after card selection says “Now click a lane (top/mid/bottom) to deploy.” Clicking a unit opens a left-side unit panel showing its name, whether it is “Yours” or “Enemy,” current/max HP (and shields where relevant), and ability buttons with point-cost badges. Player ability buttons are disabled when on cooldown, too expensive, or for enemy units. Clicking an ability immediately chooses a valid enemy automatically (prefer same lane, otherwise nearest), applies damage, and starts that ability’s cooldown. Area abilities damage all enemy units within their radius. Clicking empty space closes the unit panel. Implement the Null Assembly deck with these exact cards and stats: B1 Battle Droid (cost 10, 100 HP, basic attack 18 damage, range 16, 0.8-second rate; abilities: “Blaster Rifle,” 10 points, 100 damage, 1.2-second cooldown; and “Grenade (AOE),” 50 points, 300 damage, radius 8, 6-second cooldown); B2 Super Droid (cost 50, 500 HP, basic 30 damage, range 18, 0.9-second rate; “Blaster Fire (2x),” 50 points, 200 damage, 2-second cooldown; “Metal Fist,” 0 points, 50 damage, 0.8-second cooldown); Tripod (cost 80, 650 HP, basic 40 damage, range 22, 0.95-second rate; “Dual Cannons,” 50 points, 400 damage, 3.8-second cooldown; “Scanner (+50 dmg, 10s),” 10 points, activates a 10-second Null Assembly +50 damage buff, 10-second cooldown); Factory Strider (cost 150, 900 HP plus 5 discrete shield layers, basic 55 damage, range 26, 1-second rate; “Twin Miniguns,” 100 points, 900 damage, 6.5-second cooldown; “Auto-cannon (AOE),” 100 points, 700 damage, radius 10, 7.5-second cooldown; “Summon 4× B2,” free, 18-second cooldown, spawning four B2 units in random lanes). Shields absorb damage in 100-damage chunks, one layer per chunk, before HP is reduced. Units should have distinct simple rectangular silhouettes and faction colors: Null cyan/light blue, Republic amber/gold. Implement the Republic Colonies as the exact placeholder deck: Clone Trooper (cost 10, 150 HP, basic 22 damage, range 18, 0.9-second rate; “Burst Fire,” 15 points, 120 damage, 2.2-second cooldown); ARC Trooper (cost 50, 420 HP, basic 45 damage, range 20, 0.95-second rate; “Thermal Detonator (AOE),” 60 points, 350 damage, radius 9, 7-second cooldown); Walker (cost 120, 900 HP plus 3 shield layers, basic 65 damage, range 26, 1.05-second rate; “Heavy Cannon (AOE),” 90 points, 650 damage, radius 10, 8-second cooldown). The opponent always uses the opposite faction’s deck. Add a simple AI opponent with its own separate starting pool of 300 points and +100 every 20 seconds. It deploys affordable units roughly every 2–4 seconds, weights cheaper units more heavily, chooses random lanes, and occasionally uses a randomly selected ready ability when it can afford it. Keep all units as flat colored rectangles sized distinctly by type, with the larger Strider/Walker and Tripod silhouettes wider/taller than infantry. Flash a unit’s color lighter when it takes damage, then restore its faction color. Keep units constrained to the battlefield. Keep the HUD and panels responsive and readable on narrow screens, with the card bar fixed at bottom center and the unit panel at upper left. Use no invented mechanics, extra resources, sound, or additional game modes.