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Arcade › Kingdom Orders
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Kingdom Orders was built by 67boy 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 Kingdom Orders 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 small playable medieval real-time strategy game titled “Kingdom Orders,” viewed from a high, angled isometric-like 3D camera over a low-poly battlefield. Use a simple bright stylized look: a large flat green grass field, a wide diagonal brown dirt road/path through the map, a blue river/water strip toward the northwest, soft afternoon lighting, shadows, and low-poly medieval assets. The game should be a single-screen web RTS with a freely pannable camera, initially centered on the blue player settlement and able to pan across the map to the red raider camp. World and starting layout: place the blue base in the southwest/lower-left area with a blue circular team-colored foundation under a medieval town hall, barracks, house, farm, market, and watchtower. Start with three blue villagers, one blue melee knight, one blue archer, and one blue cavalry unit around the base. Place the red enemy base toward the northeast/upper-right with a red town hall, barracks, and tower, plus a starting group of red melee soldiers, an archer, and cavalry. Scatter low-poly forest/tree groups and gold-vein resource nodes around the grass field and along the road. Add health bars above damaged units and buildings, blue/red team coloring, selection rings, and simple hit sparks/projectiles. The objective is explicitly: build a village, train knights and other troops, cross the map, and destroy the red raider town hall. The player wins when the red town hall is destroyed; the player loses when the blue town hall is destroyed. Red enemies should periodically spawn from the red town hall (mostly melee soldiers, with some archers and cavalry) and march toward and attack the blue town hall. Units should automatically acquire nearby enemies when idle, while explicit player orders take precedence. Resources and economy: show wood, food, gold, and population in a dark translucent HUD bar. Start at 260 wood, 220 food, 120 gold, with population 6/8 for the three villagers plus the three starting military units. Villagers can be selected and right-clicked/tapped onto tree groups to gather wood or gold veins to gather gold; they walk to the node and repeatedly harvest resources until the node is depleted. Farms periodically generate food. Resource nodes have finite amounts and disappear when exhausted. Controls and interaction: support mouse and touch. Drag on the map to draw a green selection rectangle and box-select friendly blue units. Click/tap a friendly unit or building to inspect it. Right-click, or tap an order destination while units are selected, should move units to ground, send villagers to trees or gold, or order selected units to attack an enemy unit or building. Arrange multiple selected units in a small formation at the destination. Support WASD and arrow keys for camera panning, plus a visible four-button on-screen D-pad with up/left/down/right arrows for touch camera movement. Prevent the browser context menu on the game canvas. Bottom-right selection panel: use a dark translucent panel with a gold/yellow title and descriptive text. When nothing is selected, say “Select units” and explain that villagers can be box-selected and sent to trees or gold. For a selected villager, show HP and explain gathering, building farms/towers/markets, and digging cover. For military units, identify Knight, Archer, or Cavalry and describe melee strength, ranged attacks, or fast shock movement. For buildings, show team, building name, and HP. Include contextual action buttons. Production and construction: selecting the blue town hall provides “Train Villager” and “Build House”/“Build Market” commands. A villager selection provides “Build Farm,” “Build Tower,” and “Build Market.” Selecting the blue barracks provides “Train Knight” and “Train Archer.” Selecting the blue market provides “Train Cavalry,” “Upgrade Weapons,” and “Upgrade Armor.” Use these costs: villager 40 food; knight 50 food and 30 gold; archer 30 wood, 45 food, and 15 gold; cavalry 75 food and 55 gold; farm 65 wood; market 90 wood and 45 gold; tower 85 wood and 30 gold; house 55 wood; weapons upgrade 80 wood and 80 gold; armor upgrade 60 food and 75 gold. Disable actions when unaffordable or at the population cap. A house increases population capacity by 4 and a farm by 2. Use a translucent green placement ghost for buildings, allow placement only on the field and reject placements too close to other buildings/resources. Training should spawn the unit beside the producing building. Combat: provide distinct unit roles. Villagers are weak melee workers; knights are strong melee; archers have a long ranged attack and shoot visible arrows/projectiles; cavalry are fast, durable melee shock troops. Towers automatically fire projectiles at nearby enemies. Weapons upgrades increase blue unit damage up to two levels; armor upgrades reduce damage to blue units up to two levels. Allow selected blue units to spend 20 wood to dig a visible low earthen cover pit at their position; friendly units close to cover take reduced damage. Include lightweight command/build/hit sounds if supported, but preserve playability if audio is blocked. Show temporary movement markers, attack feedback, and short instructional messages such as villagers chopping wood, attack order given, raiders marching, or victory/defeat. Use low-poly Quaternius-style medieval buildings and animated fantasy characters where available: town hall, barracks, house, wheat farm, market, watchtower, tree groups, gold resource, knight, ranger/archer, horse cavalry, and villager/worker. Provide simple fallback primitive geometry if an asset fails to load. Keep the camera, HUD, selection box, panel, help button, and touch controls visually clear over the 3D scene. Add a “?” help button that opens a concise RTS-controls panel explaining box selection, click inspection, right-click/tap movement, gathering, training/building, and the goal of destroying the red camp.