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Arcade › Iron Command
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Command yet. Play it, then tell Liam Schuldes what you would add next.
Iron Command was built by Liam Schuldes 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 Iron Command 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 playable 3D/2.5D real-time strategy game titled “Iron Command,” viewed from an elevated, slightly angled orthographic RTS camera over a compact green military battlefield. Use a toon-styled low-poly presentation with soft shadows, a muted blue-gray sky/background, subtle square command grid, broad dark concrete access roads crossing the map, and a perimeter of simple conical evergreen trees. The battlefield should be fully visible without fog of war, with direct movement and unit separation rather than pathfinding. Start the battle with the player’s blue base in the southwest and the enemy’s red base in the northeast. Each side has a Command Center, Barracks, Vehicle Depot, and a Guard Turret. Place a yellow supply cache made from a cluster of crates near the center-left of the map, surrounded by a glowing yellow ring. Start the player with 180 supplies, five blue infantry units and two blue tanks near the player base; start the enemy with five red infantry and two red tanks near its base. Infantry should use toon soldier character models; tanks should look like armored trucks with a procedural turret and cannon; industrial buildings should be chunky low-poly city/warehouse structures. Tint all units and buildings by team: bright blue for the player and red for the enemy. Show floating health bars over all units and buildings: green for player, red for enemy. Selected entities get a bright blue or red circular ground ring; damaged enemies also show a dim ring. The core objective is to destroy the enemy Command Center; show a victory overlay when it is destroyed and a defeat overlay when the player Command Center is destroyed. Units automatically fire at enemies in range using small colored projectiles, with brief expanding impact rings and light impact sound feedback. Infantry have 80 HP, speed 7.2, range 13, damage 8, and a 0.72-second firing cooldown. Tanks have 220 HP, speed 4.4, range 18, damage 24, and a 1.25-second cooldown. Buildings have these approximate health values: Command Center 720, Barracks 380, Vehicle Depot 420, Guard Turret 240; turrets have range 18, damage 14, and a 1-second cooldown. Turrets automatically shoot nearby enemies. Implement RTS controls: WASD or arrow keys pan the camera, mouse wheel zooms, left-click selects one unit or building, and dragging with the left mouse button box-selects player units. Shift-click adds to the selection. Right-click the ground orders selected player units to move; right-click an enemy orders an attack; right-click the supply cache sends selected infantry to gather. Press A to arm attack-move, then right-click a destination; press S to stop selected units. Ctrl+1 through Ctrl+5 save control groups and 1 through 5 recall them. Also support B to queue infantry and V to queue a tank. Arrange selected units into a simple grid at their destination, and make them automatically acquire enemies while attack-moving. Infantry assigned to and standing near the supply cache continuously generate 7 supplies per second. Do not add a separate harvesting animation or resource depletion system. The player can train infantry from a selected Barracks for 50 supplies with a 5.5-second queue time, and build tanks from a selected Vehicle Depot for 120 supplies with an 8.5-second queue time. Newly trained units spawn beside their production building. Allow repairing the selected player Command Center for 80 supplies, restoring 180 HP up to its maximum. Disable unavailable action buttons based on supplies, selection, building type, health, and game-over state. The enemy gets a short opening window, then periodically queues infantry or tanks roughly every 20 seconds and, after the opening period, sends groups toward the player Command Center. Display clear UI in dark translucent military panels using a condensed techno font: a top bar with “IRON COMMAND,” “SUPPLIES: [number],” and “Destroy the enemy command center”; a help panel listing controls; a right-side selection panel showing “No selection” or selected unit/building names, team, HP, gathering status, and queue count; buttons labeled “Train Infantry 50,” “Build Tank 120,” and “Repair Command 80”; temporary order/status messages; and a centered end-game overlay with “VICTORY” or “DEFEAT” and a “Restart Battle” button.