Arcade › Iron Front
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ART SOL built it with Cinevva, so it works on a phone or a tablet too.
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Iron Front was built by ART SOL 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 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 playable browser game titled “IRON FRONT // SECTOR 07”: a 2D side-scrolling pixel-art run-and-gun platformer set in a dark blue industrial military sector. Use a responsive full-screen canvas with a pixelated visual style. The camera follows the player horizontally through a fixed 5,200-pixel-wide level and keeps the player roughly 35% from the left side of the screen. Render a deep navy-to-slate vertical gradient sky, with layered dark industrial building silhouettes and occasional cyan/blue window details for parallax depth. The level consists of long dark steel ground platforms with lighter blue-gray top edges and repeating small dark inset markings, separated by gaps, plus elevated steel platforms throughout the route. The main ground sections span approximately x=0–950, 1080–1980, 2110–3050, 3220–4270, and 4410–5200. Add raised platforms at varied heights, including around x=500 y=360, 820 y=300, 1250 y=350, 1550 y=270, 1830 y=360, 2320 y=330, 2670 y=250, 2950 y=360, 3470 y=320, 3780 y=250, 4080 y=360, and 4580 y=300. Physics should include gravity, horizontal acceleration/deceleration, jumping, platform landing, edge gaps, and horizontal world bounds. The player is a compact 16-bit armored soldier rendered from simple pixel blocks: a pale helmet/head, cyan visor, dark blue torso, dark legs, and a yellow rifle with a cyan muzzle detail. The soldier faces left or right based on movement and has a three-heart health pool. Start the player near x=220 on the opening ground section. Implement the core loop: run rightward through the industrial sector, shoot enemy machines, jump across gaps and elevated platforms, use a short fast dash, and defeat the final mech boss. Desktop controls: A/D or Left/Right arrows move, Space/W/Up jumps only while grounded, J or Z fires, and K dashes. Firing creates fast yellow horizontal bullets with a short cooldown and muzzle particle burst; the player can keep firing while holding the fire key. The dash lasts about 0.16 seconds, moves rapidly in the facing direction, has a cooldown of about 1.15 seconds, and grants brief invulnerability with cyan particles. Also provide touch controls on coarse-pointer/mobile screens: circular translucent buttons for left, right, jump, fire, and dash along the bottom corners; hide the desktop key hint on mobile. Populate the route with hostile machines at the specified kinds and approximate positions: drones, armored tanks, runners, flying enemies, turrets, and tougher elites. Use compact pixel-art silhouettes or enemy sprites, with dark/gray-blue machinery and red/pink damage accents. Ground enemies should move/chase or patrol toward the player and obey platform gravity; runners chase faster, turrets remain essentially stationary while firing, and flying enemies hover with a sinusoidal vertical motion. Give enemies different sizes and hit points: ordinary drones/runners about 2 HP, flyers about 3, turrets about 4, tanks about 5, and elites about 6. Place examples along the level near x=720, 940, 1100, 1320, 1510, 1650, 1900, 2210, 2470, 2750, 2890, 3050, 3370, 3560, 3860, 3980, 4180, 4520, and 4740, using appropriate platform heights. Enemies fire red/pink projectiles when the player is within roughly 760 pixels; elites fire a three-shot spread while most enemies fire single shots. Enemy bullets travel horizontally, with elite/boss spread variation, and damage the player on contact. At the far right, add a large final mech boss around x=4940, y=340, approximately 100x110 pixels. Draw it as a blocky red/magenta armored body with a dark blue central panel, a yellow horizontal visor/core, pink side arms, and dark legs. The boss has 24 HP, a visible boss health bar in the upper-right when it is on screen, and fires frequent three-projectile spreads. The player’s bullets damage all enemies and the boss; defeated normal enemies award 200 points, tanks award 500, and defeating the boss awards 5,000. Show bright square particle bursts on muzzle fire, hits, dashes, jumps, and explosions, using yellow, cyan, pale blue, and red/pink colors. Add brief screen shake when the player is hurt. The fixed HUD should overlay the canvas without blocking play: upper-left yellow monospace title “IRON FRONT // SECTOR 07”; beneath it white text showing “HP” with three heart icons (empty/dim markers after damage), a six-digit zero-padded SCORE, and “WAVE 1”. Center-top desktop hint text should read “A/D — бег SPACE — прыжок J — огонь K — рывок” in muted light blue. Use a dark text shadow and a crisp pixel/monospace presentation. When health reaches zero, stop gameplay and center the Russian message “СИСТЕМА ПОВРЕЖДЕНА” with “Нажми R или коснись экрана, чтобы начать заново” beneath it in yellow. Pressing R or Enter, or tapping the canvas, resets the entire level, player health, score, enemies, boss, and camera. When the boss dies, stop gameplay and show “СЕКТОР ЗАЧИЩЕН” with “IRON FRONT // Нажми R, чтобы пройти ещё раз”; pressing R/Enter or tapping restarts. Keep the presentation and mechanics strictly focused on this single linear run-and-gun level; there are no menus, shops, power-ups, or additional stages.