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Arcade › Frozen Front
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Karson kinner built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frozen Front yet. Play it, then tell Karson kinner what you would add next.
Frozen Front was built by Karson kinner 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 Frozen Front 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 2D canvas tower-defense game titled "Frozen Front" with a fixed logical playfield of 960x640 that scales responsively to the browser while preserving aspect ratio, letterboxing against a dark navy page background. Use mouse and touch pointer input. Visual setting and camera: show a top-down stylized frozen/winter outpost. The playfield is pale icy blue with scattered translucent white snow-arrow shapes and blue oval ice/shadow patches. A thick winding road crosses the map from START at approximately (58,130) through a series of sharp bends and loops, ending at a base at (900,555). Render the road as a rounded dark blue-gray outer stroke about 52px wide, a lighter ice-colored inner stroke about 40px wide, and a thin translucent white highlight offset along its upper edge. Place the base at the lower-right endpoint as a dark navy rounded rectangular bunker with a red status strip, a light cyan window, and small yellow side blocks. Core gameplay: this is a tower-defense game. The player begins with 150 credits, base health 20/20, wave 0, score 0, and no towers. There are 12 circular glowing blue build pads positioned around the route, at approximately (120,210), (150,350), (300,180), (330,285), (420,245), (625,225), (720,285), (740,475), (585,540), (410,570), (210,500), and (700,90). Empty pads are translucent cyan circles with a cyan outline and a white plus sign. A player selects a turret card in the bottom toolbar, then taps an empty pad to buy and deploy it if they have enough credits; occupied pads become muted and no longer show the plus sign. Show a notice/instruction bar near the top of the map saying initially "Choose a turret, then tap a blue build pad." and update it for selection, deployment, insufficient credits, wave state, pause, and leaks. Bottom controls: at the bottom of the logical playfield, show three selectable turret cards and START WAVE and PAUSE buttons. The cards are approximately 194x45, with the selected card highlighted, and contain the icon, name, cost, and description: - MG Turret, icon MG, cost 45 credits, range 105, fires every 0.15 seconds for 8 damage, described "Fast / light targets" and colored yellow. - Anti-Materiel, icon AT, cost 90 credits, range 165, fires every 1.25 seconds for 85 damage, described "Armor piercing" and colored coral. - Tesla Tower, icon TS, cost 70 credits, range 92, fires every 1.05 seconds for 24 damage, described "Arc + slow groups" and colored cyan. The START WAVE button starts a wave only when no wave is active, and changes to WAVE LIVE while active. PAUSE toggles paused gameplay and changes its label to PLAY. The top HUD is a dark translucent navy strip with the title "FROZEN FRONT", subtitle "Heeth Sector // Super Earth Outpost", CREDITS amount, BASE health, WAVE number, and READY or CONTACT INBOUND status. Towers: draw deployed towers as small dark blue circular bases with colored inner cores and a directional barrel/visual facing the current target. MG has a short double-barrel silhouette, Anti-Materiel has a long single barrel, and Tesla has a cyan ring and bright center. Towers automatically target the furthest-along enemy within their range and fire according to their cooldown. MG and Anti-Materiel create brief colored projectile tracer lines to their target. Tesla affects up to four eligible enemies at once, deals damage to each, applies a 1.6 second slow, and displays cyan arc/ring effects. A tower disabled by an enemy should show a green countdown ring. Waves and enemies: pressing START WAVE increments the wave and spawns 8 plus floor(wave*2.4) enemies over time, with spawn spacing starting around 0.75 seconds and decreasing slightly by wave but never below 0.26 seconds. Enemies follow the exact road polyline from START to BASE, moving continuously and reaching the base at the final point. When all spawned enemies are gone and none remain, mark the wave cleared and prompt the player to start the next wave. Each enemy has a colored simple rounded insect/creature-like body, tiny dark eyes, legs, and a small health bar above it: - Scavenger: yellow, 24 HP, speed 86, radius 8, reward 7 credits; common pack unit. - Warrior: mauve, 70 HP, speed 49, radius 12, reward 12; available from wave 2. - Hunter: mint, 42 HP, speed 76, radius 10, reward 16; available from wave 3, and periodically leaps forward by about two path segments every roughly 3.2–5.2 seconds, producing a mint effect. - Bile Spewer: green, 150 HP, speed 31, radius 16, reward 24; available from wave 4, has 20% armor reduction against non-armor-piercing damage, and periodically disables the nearest tower within 95px for 3 seconds with a green acid effect. - Charger: orange, 520 HP, speed 25, radius 21, reward 42; available from wave 6, has 80% damage reduction except against armor-piercing Anti-Materiel attacks, and has pale horn-like marks. Enemy selection should follow the code's progressive random composition: start with Scavengers; from wave 2, rolls above .48 can become Warriors; from wave 3, rolls above .72 can become Hunters; from wave 4, rolls above .88 can become Spewers; from wave 6, rolls above .95 can become Chargers. Scale enemy HP by 1 + 0.08*(wave-1) for later waves. Combat and economy: when an enemy dies, award its listed credits and score equal to reward*10, with a brief pale burst effect. Anti-Materiel ignores armor; other attacks are reduced by the enemy's armor multiplier. If an enemy reaches the base, remove it, reduce base health by 1, show a red hit effect and a leak notice. When base health reaches zero, stop gameplay and show a dark overlay with the centered red message "BASE OVERRUN", the current Wave and Score, and a green REDEPLOY button. Tapping REDEPLOY resets credits to 150, base health to 20, wave and score to zero, clears all towers/enemies/effects, selects MG, and restores the initial notice. Art direction: clean flat/vector UI with navy outlines, pale cyan ice, translucent effects, rounded geometry, sans-serif bold HUD typography, and compact arcade strategy presentation. Keep all gameplay and UI inside the 960x640 logical canvas, with the top HUD, central winter map, route, pads, base, notice bar, and bottom toolbar matching the shown composition.