Arcade › Hexfall Tactics
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Michal Muzicka built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hexfall Tactics yet. Play it, then tell Michal Muzicka what you would add next.
Hexfall Tactics was built by Michal Muzicka 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 Hexfall Tactics 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.
Recreate “Hexfall Tactics” as a playable browser 3D turn-based tactics game. Use a dark grimdark presentation: a nearly black/navy radial-gradient background with subtle fog, a fixed elevated perspective camera looking down at an 8x8 square tactical board (the title and subtitle call it a chessboard/hexfall, but the actual playable grid is square and uses Manhattan movement). Render the board as 64 alternating charcoal-gray tiles in a centered checker pattern, slightly raised from the ground, with worn brass/tan rails around all four edges. Use soft shadows, warm directional light, cool rim light, restrained metallic materials, and a very slight slow board rotation animation. Keep the scene minimal with no scenery beyond the board and units. Place six stylized low-poly pieces on the board at game start. Each piece is a short two-tier faceted cylinder: a wider dark body and a smaller raised top cap. Player pieces are blue/cool steel with pale cyan tops and a cyan selection ring; enemy pieces are dark red with peach/orange tops and a red ring. Give them these exact starting locations and roles/names: player Blue_Aegis, guardian, at grid (1,6), with 3 HP; player Blue_Vigil, soldier, at (3,7), with 2 HP; player Blue_Scribe, soldier, at (5,6), with 2 HP; enemy Red_Reaver, soldier, at (2,1), with 2 HP; enemy Red_Herald, guardian, at (4,0), with 3 HP; enemy Red_Marauder, soldier, at (6,1), with 2 HP. Grid coordinates are x=0..7 left-to-right and z=0..7 top-to-bottom according to the internal board layout; visually arrange opposing forces on opposite halves. Implement the core interaction exactly as a simple alternating turn system. It is the player’s turn initially, round 1. Clicking/tapping a blue unit selects it and shows a visible cyan selection ring plus highlights: reachable empty tiles within Manhattan distance 2 become blue, and adjacent enemy-occupied tiles become red attack tiles. A selected unit may move once to an empty highlighted/reachable tile within Manhattan distance 2, or attack an adjacent enemy tile (distance 1). A move or attack marks that unit as acted for the current turn; attacks reduce the target by 1 HP, and remove/hide it when HP reaches zero. Do not allow movement onto occupied tiles, movement farther than 2, non-adjacent attacks, or selecting/acting while it is not the player turn. Clicking another friendly unit selects that unit instead. Clear highlights after the action. Provide a prominent “End Turn” control (the implementation’s visible UI uses Czech labels: “Ukončit tah” for End Turn and “Nová bitva” for New Battle). Ending the player turn resets the player units’ acted flags and runs a short enemy turn. Each living enemy independently chooses the nearest living player by Manhattan distance; if adjacent it attacks for 1 HP, otherwise it attempts one orthogonal step toward the target, preferring the x-direction then z-direction, only if the destination is in bounds and empty. Then reset enemy acted flags, return to the player, increment the round number, and clear selection/highlights. There is no resource, inventory, ranged attack, or terrain system. Build a fixed overlay HUD over the canvas. At top-left show the uppercase title “HEXFALL TACTICS” and subtitle “grimdark tah na šachovnici.” At top-right show a dark translucent bordered status panel with the current state (“TVŮJ TAH” during the player turn or “TAH NEPŘÍTELE” during enemy processing), round number, living player count, and living enemy count, such as “kolo 1 · tvoje 3 · nepřítel 3.” Disable the End Turn button when it is not the player turn or the game is over. At bottom-left show a dark panel with the instruction “Ovládání: klikni / klepni na jednotku, potom na zvýrazněné pole. Modré jednotky jsou tvoje. Červené jsou nepřítel.” At bottom-right place the End Turn and New Battle buttons in a row, using warm brown/gold borders and cream text. Make the layout responsive for desktop and mobile, preserve touch interaction, and keep the UI in a serif/sans-serif mix with gold, muted gray, blue, and red accents. The game ends immediately when all enemies are dead or all players are dead. Show a centered dark translucent result panel around the middle of the screen with a gold heading: “VÍTĚZSTVÍ” and text “Nepřátelská síla byla rozprášena.” for a player win, or “PORÁŽKA” and “Červená legie ovládla šachovnici.” for a loss, plus a “Hrát znovu” button that resets the exact initial setup. The reset/new-battle action must restore round 1, player turn, all six units and their starting HP/positions, and hide the result panel.