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Remix Lone Alpha 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.
Rebuild a mobile-first browser strategy/management game titled “Lone Alpha,” presented as a low-poly 3D diorama viewed from an elevated isometric/orthographic camera. The player starts as a lone werewolf Alpha defending a central den in a hostile forest territory. Use a dark blue-black nighttime presentation with fog, simple tiled square ground, sparse stylized low-poly trees around the outer area, and a central den/hideout. Units should be simple small capsule-like colored 3D markers rather than detailed characters: the Alpha is pale periwinkle/blue, untrained Outcasts are green, Hunters are yellow, Scouts are cyan, Enforcers are pink, and rival raiders are red. Keep the scene readable on a phone, with an orthographic camera that smoothly follows a draggable camera target; dragging on the 3D area pans the view, while tapping selects/interacts. The territory begins as a 10-by-10 tile grid and can expand by two tiles in width and height per upgrade, up to an 18-by-18 grid. The den is at the grid center, and the initial Alpha stands near it. Show a white selection ring beneath the selected friendly unit. Core gameplay is an endless survival loop. Start with Food 30, Wood 20, territory level 1, territory size 10, Den HP 100, one Alpha, and a raid countdown of about 35 seconds. Resources accumulate automatically once per second based on territory area: food at 1.0 times territory-area factor and wood at 0.7 times that factor, with Scouts increasing both income by 12% each. The player recruits outcasts using Food; the base recruitment cost is 10 Food and rises by 3 for every four members already in the pack. Spawn a recruited outcast at a random position close to the den. Train a selected non-Alpha pack member for 12 Food into one of three roles: Hunter (90 HP, 16 attack, 2 defense), Scout (80 HP, 9 attack, 2 defense, income contribution 0.35), or Enforcer (130 HP, 11 attack, 6 defense). The Alpha has 120 HP, 10 attack, 4 defense; an untrained Outcast has 85 HP, 10 attack, and 2 defense. Training changes the unit’s color and stats, and restores up to 20 HP subject to the new maximum. The Alpha cannot retrain. Let the player upgrade territory through a confirmation panel. The upgrade costs 8 + six times the current territory level in Food and 18 + twelve times the current territory level in Wood, increases territory level, expands the grid by two tiles per dimension, and rebuilds the diorama. Let the player press “Provoke Rival” to set the raid timer near zero and begin the next raid immediately; do not allow it while a raid is active. Otherwise the countdown runs down automatically, with Scouts very slightly delaying it (raid timer speed is divided by an effective factor of 1 plus 0.04 per Scout). When a raid starts, spawn rival red capsule raiders just outside a random edge of the territory, distributed among the four sides. The initial wave has 3 plus roughly half the territory level enemies, with later waves scaling using raids survived; enemy HP, attack, and defense also scale with raid strength. Raiders march toward the central den, but automatically engage the nearest friendly unit when within roughly 1.3 world units. Friendly units automatically attack the nearest enemy within roughly 1.6 units and stop moving while fighting. Attacks occur about every 0.55–0.70 seconds and deal attacker attack minus target defense, with at least 1 damage. Dead units disappear. Raiders reaching the den damage its HP continuously; the player loses when Den HP reaches zero. A raid is repelled when no enemies remain, then award Food and Wood based on raid strength, increment raids survived, and restart the timer at about 38 seconds. The survival score is conceptually raids survived plus territory level, though the visible HUD primarily exposes the live resources and den state. The top mobile HUD should use large rounded dark translucent pill panels with light text and show “Food” and its number, “Wood” and its number, “Pack” and current friendly-unit count, “Den” and current HP, plus a centered/below raid status reading either the remaining seconds or “IN PROGRESS.” The screenshot’s visual language is sparse black/dark background, large light-gray labels and white values, and four large rounded dark action buttons in a two-column layout along the bottom: “Recruit Outcast,” “Train Role,” “Upgrade Territory,” and “Provoke Rival.” Tapping Train Role opens a modal panel with Hunter, Scout, Enforcer, and Cancel choices; tapping Upgrade opens a cost/effect confirmation with Upgrade and Cancel. Tapping a friendly unit opens a “Pack Member” panel showing role, HP/max HP, ATK, DEF, and the instruction to tap ground to move. Tapping a ground tile moves the selected unit there; if none is selected, show a toast telling the player to tap a pack member first. Tapping a raider shows its HP and that it is heading for the den; tapping the den shows Den HP and survival advice. Include a first-run “Lone Alpha” help modal explaining selection, movement, recruitment, training, and raids, and a “Den Fallen” game-over modal showing raids survived and territory level with a Restart button. Use small unobtrusive toast messages for recruitment, training, upgrades, raid announcements, insufficient resources, and raid rewards. Add simple optional synthesized game sounds triggered by user interaction, selection, movement, recruitment, training, combat, raid start, victory, and defeat, but keep the game fully playable without audio.