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Arcade › Mergefield Agebound
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Made by BRANDON THE 3RD, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Mergefield Agebound was built by BRANDON THE 3RD 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 Mergefield Agebound 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.
Recreate a fixed-layout pixel-art strategy game titled “Mergefield Agebound” on a 1280x720 canvas, scaled responsively with crisp nearest-neighbor rendering and touch/mouse pointer controls. Use a dark green pixel-art HUD and grassy green field background with subtle horizontal texture, a vertical tan stone road at the center dividing the left management panel from the right battlefield. The current era is shown in the top bar; the first era is STONE AGE with subtitle “clubs, grit, and big ideas,” followed by MEDIEVAL (“steel, banners, and brave hearts”) and MODERN (“science, sparks, and strange machines”). The top bar should show the MERGEFIELD / AGEBOUND title on the left, current era and WAVE number centered, and COINS plus SCORE on the right. Core loop: begin on an army roster/merge screen in the Stone Age at wave 1 with 80 coins, score 0, and five level-1 units in slots 0, 1, 4, 5, and 6. Present a framed “ARMY ROSTER” panel on the left with a 4x4 grid of 16 square slots. Slots 3, 7, 12, and 15 are locked, rendered gray-green with a padlock and LOCKED label; other empty slots show a plus and EMPTY. Units are chunky, low-resolution humanoid sprites with a colored body, peach face, dark eyes, headgear, arms and legs, shadow, era-specific accents, and level pips. Stone Age units look like green cavemen with clubs and are called CAVEMAN at low level and CHIEF at level 3+; Medieval units use blue styling, sword/shield-like details, and are called KNIGHT or PALADIN; Modern units use purple styling, futuristic cyan details, and are called SCIENTIST or PROFESSOR. Display their name and LV number beneath them. Allow the player to drag a unit from one roster slot to another. Dropping onto an empty unlocked slot moves it. Dropping one unit onto another unit of exactly the same level merges them: keep one unit, remove the other, increase the survivor’s level by 1 (maximum level 4), restore its HP, set max HP to level*25 and attack to level*7, award score equal to 25*new level, show a burst of colored square particles, and display a message such as “CHIEF created! Power level 3.” A selected/active slot has a bright accent border. If attempting to use a locked slot, show “That slot is locked for this era.” At the bottom of the roster panel include a green “SUMMON 10” button and a red-orange “BATTLE!” button. Summoning costs 10 coins and places a level-1 recruit into the first empty unlocked slot; if no space, say “No empty slot — merge first!” and if coins are insufficient, say “Need 10 coins to summon.” Include the instructional tip: “TIP: level 2+ fighters hit harder and last longer.” The roster’s initial message should say “Merge identical units to build your army!” When BATTLE is pressed with at least one unit, switch to an automatic battle screen. Show an “ARMY LINEUP” panel on the left listing each surviving unit, its era name, ATTACK value, and a green HP bar, with the note “Merged units keep their level and HP.” On the right show a framed “BATTLEFIELD,” a grassy/tan arena, and a counter such as “4 foes remain.” Place the player army toward the left side of the arena and enemies toward the right. Units automatically seek the nearest living enemy, move toward it, and when within range fire simple bright rectangular projectiles. Unit attack damage is level*7; projectiles travel across the field and reduce enemy HP. Stone and Medieval units fire at ordinary speed, while Modern units fire faster. Show impact square particles and floating “DEFENSE!” callouts when damage is dealt or an enemy is defeated. Spawn 3 + current wave enemies. All but the final enemy are RED BRUTEs with 40 + wave*10 HP and attack 8; the final enemy is a HAMMER BRUTE with 90 + wave*10 HP and attack 14, visibly larger/darker and holding a large hammer. Enemies automatically move toward and attack the nearest living player unit when close, with ordinary brutes attacking every 1.2 seconds and hammer brutes every 1.6 seconds. Player units attack about every 1.05 seconds, slightly faster at higher levels. Display enemy HP bars, names RED BRUTE or HAMMER BRUTE, and attack animations/particles. Label the bottom of the battlefield “AUTO-BATTLE” with “Your army fights on its own — build smarter next round.” End automatically when all enemies or all player units are defeated. On victory, show a centered dark-green result panel with “VICTORY!”, “The field belongs to your merged army.”, reward text “REWARD +X COINS,” and “WAVE N COMPLETE.” Award 35 + wave*12 coins and 100*wave score. On defeat show “DEFEAT!”, “The brutes broke your line.”, reward +8 coins, and a REBUILD button. The result button is labeled NEXT ERA on victory and REBUILD on defeat. Clicking it advances to the next era cyclically (Stone Age -> Medieval -> Modern -> Stone Age), increments the wave, resets the roster, and starts the next era with level-1 units in slots 0, 1, 4, and 5, plus slot 6 on even waves. Show a message like “MEDIEVAL unlocked — new era, new fighters!” after advancing. Keep the game’s aesthetic consistently chunky pixel art: hard rectangular outlines, monospace all-caps labels, muted forest greens, tan road/slots, cream highlights, small square particle bursts, and no smooth anti-aliasing. Include subtle screen shake on defeat and small unit bobbing animations.