Appearance
Arcade › Ironwake Fleet
Click the game above and it runs right here in your browser. No download, no installer, no account needed. tuckerrookstool built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ironwake Fleet yet. Play it, then tell tuckerrookstool what you would add next.
Ironwake Fleet was built by tuckerrookstool 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 Ironwake Fleet 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 naval combat game titled “Ironwake Fleet.” Use a Three.js-style WebGL scene viewed from a high, slightly rearward third-person chase camera that follows the player’s dreadnought; the camera should smoothly track behind the ship and look toward its deck and the sea ahead. The battlefield is a broad blue-green ocean with subtle animated waves, pale fog/haze, soft shadows, a faint square range grid, and a tan low-poly sandbar/island near one side of the arena. Keep the world uncluttered and readable, with the water filling the scene and ships casting/receiving shadows. The player controls one dark blue-gray armored dreadnought starting near the lower/southern part of the arena, facing generally north. Build it from a boat/ship hull with a deck and four side-mounted guns: two port-side guns and two starboard-side guns. Place three smaller red-brown enemy cruiser ships in a loose line toward the far/northern side. Each ship should bob and roll subtly with the waves. Moving ships leave expanding, fading white wake rings. Use low-poly/procedural or comparable watercraft and pirate-cannon/cannonball models, with dark metal guns and black shell projectiles; if external models fail, provide simple geometric ship and cannon substitutes. Core objective and loop: steer the dreadnought into position, keep enemy ships off the port or starboard beam so a broadside can bear, fire volleys when reloaded, and sink all three enemy ships before the player’s hull reaches zero. The battle must begin paused behind an introductory center message and must not allow enemies to damage the player until the player gives a first order. Starting the battle with W, S, A, D, arrow keys, a touch control, or FIRE should dismiss the intro. Show the intro title “Engage the Squadron” and explain that the player must cross the enemy line, keep the broadside loaded, and avoid the sandbar. Controls: W or Up Arrow increases throttle; S or Down Arrow decreases/reverses throttle; A or Left Arrow turns left; D or Right Arrow turns right; Space fires the broadside. Also provide touch-friendly on-screen controls: an up-arrow throttle button, left/right rudder buttons, a down-arrow reverse/brake button, and a large FIRE button at lower right. Make the buttons dark translucent blue with white labels, and make FIRE brown/orange with a light border. Holding movement buttons should continuously control the ship. The ship has acceleration/deceleration rather than instant speed changes, a maximum forward speed around 7.2 knots and limited reverse speed, and turning is stronger while moving. Clamp ships inside the arena boundaries. Broadside behavior: the player’s FIRE/Space action selects the best living enemy within roughly 58 units, preferring a target at the side of the attacker rather than directly ahead or behind. A shot is valid only when the target is on the attacker’s port or starboard side, with a broadside angle threshold, and within roughly 56 units. If no angle is available, show a brief center message such as “No broadside angle — Turn until the enemy is off your port or starboard side, then fire.” When valid, fire two cannonball shells from the guns on the selected side in a short staggered volley, with muzzle smoke. Player reload time is about 4.2 seconds; while reloading, FIRE has no effect. Shells travel toward the target with a visible upward arc, rotate in flight, have some distance-based random spread, and create a white water splash on impact or when they miss. Play a heavy impact/cannon sound on firing if audio is available. Give the player 260 maximum hull points, high armor, and give each enemy about 120 hull points, somewhat lower armor, and a slower reload of roughly 7.4 seconds. Player shells deal about 34 raw damage and enemy shells about 12 raw damage, with armor and impact angle reducing damage and a small random damage variation. Enemy cruisers should use simple AI: turn toward/around the player to maintain a roughly 24-unit engagement range, move at a moderate speed, and automatically fire when reloaded, within range, and able to bear a broadside. Enemy attacks should also use the same side-angle, two-shell broadside behavior. When a ship reaches zero hull, stop it, darken its model, and show a large sinking splash; remove it from the living combat count. The player wins when all three enemies are sunk, with the message “Enemy Squadron Sunk” and “Victory. Your line held the sea.” The player loses when the dreadnought is disabled, with the message “Dreadnought Disabled” and a defeat hint about turning earlier and angling armor. Show a Restart Battle button after either outcome, resetting all ships, projectiles, effects, timers, and HUD state. Include collision/positioning with the tan sandbar: ships that enter its roughly circular area are pushed away and slowed. If the player contacts it, briefly display “Shallow water” and explain that the sandbar slows the ship and should be avoided. Add animated wave motion, ship bob/roll, projectile splashes, short-lived gray muzzle smoke that expands and fades, and wake rings for a tactile combat feel. HUD/UI: Overlay the game with translucent dark navy panels and light text. At upper left show the uppercase title “IRONWAKE FLEET,” an instruction line like “W/S throttle · A/D rudder · Space broadside,” and “Out-turn the enemy line and fire when the guns reload.” Beneath it show a stats panel with a Hull bar and numeric hull such as “180/180” or the actual maximum, a Speed value in knots, a Reload progress bar, target distance in meters to the nearest living enemy, and “Enemy ships 3” decreasing as cruisers sink. Highlight the nearest selected enemy on the water with a thin gold circular target ring. Keep the center message panel hidden during ordinary play after its brief timeout, but show it for the intro, invalid broadside hints, shallow-water warning, and win/lose states. Use responsive layout so the upper HUD and touch controls remain usable on small screens.