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Frontline Seven

  • top-down
  • shooter
  • arcade
  • arena
  • bots
  • browser
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. samyarebrahimi257 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frontline Seven yet. Play it, then tell samyarebrahimi257 what you would add next.

Make your own game

Frontline Seven was built by samyarebrahimi257 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 Seven 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 Frontline Seven

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-based top-down 2D arena shooter titled “Frontline Seven,” presented full-screen on an HTML canvas with a dark navy sci-fi UI. Begin on a centered deployment menu over a radial dark blue background. The menu is a translucent near-black rounded panel with a thin blue-gray border and shadow. Show the large uppercase white title FRONTLINE SEVEN, subtitle “A browser-built open-world combat slice — seven battlefields, four modes, five weapon classes,” battlefield choices, mode choices, a large cyan-to-purple gradient DEPLOY button, and a small controls note. Battlefield choices are seven selectable buttons: “1 · Dustline,” “2 · Harbor,” “3 · Canyon,” “4 · Ruins,” “5 · Snowfall,” “6 · Metro,” and “7 · Jungle.” Mode choices are “Team Deathmatch,” “Free For All,” “Capture The Flag,” and “Search & Destroy.” The first map and first mode are selected initially with a bright cyan outline and inset glow. Make the menu responsive and support mouse/touch; on coarse-pointer devices show touch controls during play.

When DEPLOY is pressed, hide the menu and start a 150-second match in a top-down rectangular battlefield. Use a different dark background/accent palette per map: Dustline blue-gray with teal, Harbor slate with muted aqua, Canyon brown with tan, Ruins purple-gray with violet, Snowfall blue with pale icy blue, Metro charcoal with gray-blue, and Jungle deep green with green. Draw a subtle 40px grid below the top HUD area. Place a translucent highlighted square objective/base at the exact center, and generate roughly 24–34 rectangular cover blocks around the arena, avoiding the center: each is a small random rectangle with a dark shadow offset, colored map accent fill, and faint light outline. The player and six local AI bots move within screen boundaries and cannot pass through cover or the arena’s top HUD boundary.

The player is a bright cyan circular soldier with a dark shadow, a short dark gun barrel pointing toward the mouse cursor, and a small cyan health bar above them. Six bots have the same circular soldier silhouette and gun, with green color for allies and red color for enemies; each has a matching health bar. In normal/team play, alternate bots between teams; in Free For All, bots are assigned the opposing team behavior used by the game. Bots automatically pursue the player: approach when farther than 230 pixels, back away when closer than 150, and shoot at the player when within 480 pixels with imperfect aim. Use collision-aware movement.

Core controls: desktop WASD moves the player, mouse position aims, and holding the mouse button fires. Number keys 1–5 immediately switch weapons and reset that weapon’s magazine; R starts a reload; Tab cycles the selected mode. On mobile, provide four directional buttons (up/down/left/right), a SWAP button cycling weapons, and a large red FIRE button. Include a fixed HUD: top-left translucent card shows the map and mode plus “YOU [score] — ENEMY [enemy score] · [seconds]s,” with cyan YOU and red ENEMY; top-right card shows the current weapon and ammo/reload state. Put a faint white crosshair at screen center and a centered uppercase event banner near the top.

Implement exactly five weapon classes with these characteristics and color-coded projectiles: Rifle (22 damage, 0.13-second fire interval, 30-round magazine, 1.4-second reload, low spread, fast projectile, cyan bullets), SMG (13 damage, 0.07 interval, 36 rounds, 1.7-second reload, wider spread, yellow bullets), Shotgun (11 damage per pellet, 0.65 interval, 8 rounds, 1.8-second reload, 7 pellets, broad spread, orange bullets), DMR (48 damage, 0.42 interval, 12 rounds, 1.9-second reload, very low spread, pale purple bullets), and Launcher (85 damage, 1.1-second interval, 4 rounds, 2.4-second reload, low spread, pink bullets). Projectiles are small colored circles, travel in the aim direction, expire after about 1.2 seconds, and disappear on cover collision. Launcher shots have a limited explosion effect around impact that damages nearby bots. Add brief colored muzzle particles when firing.

A hit reduces a target’s health; when a target reaches zero, immediately respawn it at a random valid screen location with full health. Player deaths increment deaths and enemy score and show “RESPAWNING.” A bot kill increments the attacker’s kills, and player bot kills increment the player score and show “ELIMINATION.” End the timed match at 0 seconds, show VICTORY if the player score is at least the enemy score otherwise DEFEAT, and return to the menu with the button labeled PLAY AGAIN.

Mode-specific behavior visible in the implementation: in Capture The Flag, draw a gold flag marker and soft gold radius at the center; the player picks it up when within 28 pixels, shows “FLAG CAPTURED — RETURN TO BASE,” and scores 100 when returning within 35 pixels of the center, showing “FLAG SCORED.” In Search & Destroy, end the round once the player score reaches 3 and show “TARGET COMPLETE.” Keep the other modes as the same bot combat arena with their selected labels and score display. Use clean, minimal vector geometry, crisp sans-serif typography, translucent HUD cards, cyan/red team colors, and no 3D perspective or external assets.

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