Arcade › Orbital Front
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rocky balboa built it with Cinevva, so it works on a phone or a tablet too.
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Orbital Front was built by Rocky balboa 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 Orbital 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.
Recreate “Orbital Front” as a responsive, touch-friendly 2D turn-based world-conquest game in a dark orbital/starfield setting. Use a full-screen canvas as the map with a deep navy radial-gradient background, sparse tiny blue/yellow stars, and multiple faint concentric orbital rings centered around the middle of the map. Overlay a translucent, blurred glass HUD with thin blue borders and white/light-blue typography. The map contains exactly six circular sectors connected by a fixed network of dashed lines. Use normalized canvas positions so it scales responsively: Aurora Reach at (50%,23%), Cinder Coast at (27%,43%), Glass Steppe at (74%,42%), Meridian Basin at (50%,48%), Ember Isles at (31%,71%), and Iron Savannah at (69%,71%). Connections are: Aurora Reach–Cinder Coast, Aurora Reach–Glass Steppe, Aurora Reach–Meridian Basin; Cinder Coast–Meridian Basin and Cinder Coast–Ember Isles; Glass Steppe–Meridian Basin and Glass Steppe–Iron Savannah; Meridian Basin–Ember Isles and Meridian Basin–Iron Savannah; Ember Isles–Iron Savannah. Draw ordinary links as dim blue-gray dashed lines, and when a sector is selected, emphasize its connected links with a brighter warm yellow line. Render each sector as a large colored orb with a dark outer rim, a soft pale highlight circle in the upper-left, a subtle glow when selected/targeted, and a white label below it. Blue (#4e83ff) means the player’s alliance and orange (#f08a3e) means the rival alliance. Put ALLY or RIVAL inside each orb. Initial state: Aurora Reach (power 42, defense 24) is blue/player-owned; Cinder Coast (31,29) and Glass Steppe (27,22) are orange/rival-owned; Meridian Basin (36,30) is blue/player-owned; Ember Isles (25,18) is orange/rival-owned; Iron Savannah (29,26) is blue/player-owned. The player begins with 3 holdings, 90 Intel, and turn 1. At the top, create a HUD bar with a glassmorphism brand card reading “ORBITAL FRONT” and “Turn-based world conquest”, plus three stat cards showing TURN, INTEL, and HOLDINGS. At the lower-right, show a glass detail/action panel. Before selection it says “Select a sector” and “Tap one of your blue sectors to choose an operation.” with Commander, Power, and Defense shown as em dashes. Include an initially disabled red Attack button and an active blue End turn button. Add a centered bottom pill hint: “Blue sectors are yours. Select one, then tap a neighboring orange sector.” On narrow/mobile screens, keep the panel above the bottom edge and allow the hint to sit above it. Interaction: tapping/clicking a sector selects it only if it is blue/player-owned, clears any target, and shows a short toast such as “[sector] selected.” Once a player sector is selected, tapping a directly connected orange sector marks it as the target and shows “[sector] marked as target.” Tapping an unconnected enemy displays “That sector is not connected to your selected base.” The selected sector gets a white outline and blue glow; the targeted sector gets a yellow outline/glow. The detail panel then displays the selected sector name, “Targeting [target]. Compare power to defense.”, “Your Alliance”, and its current power and defense. Enable Attack only when a rival target is connected and Intel is at least 20. Attack costs 20 Intel. Resolve it with the equivalent of a random roll: random value from 0 to selected power plus a separate random value from 0 to 12; if the sum is at least the target’s defense, the attack succeeds, changes the target to player ownership and blue color, reduces that conquered sector’s power by 4 but never below 18, and shows “Victory — [sector] joins you.” If it fails, reduce the selected attacker’s power by 8 but never below 10 and show “Attack repelled — power lost.” Clear the target and refresh Intel, holdings, button state, and details after every attack. After every successful attack, if all six sectors are player-owned, end the game, show “Sector victory — you control the frontier!”, and disable both action buttons. End turn increments the turn by 1 and adds 18 Intel. Then each remaining rival sector has a 22% chance to launch a counterstrike against any adjacent player sector; if triggered, reduce that ally’s power by 5 but never below 8 and show “[enemy] launched a counterstrike.” Refresh the HUD and selection panel. Use short-lived gold toast notifications near the top for feedback. Keep the presentation clean, atmospheric, and minimal: no units, menus, animations, or mechanics beyond the six sectors, links, selection/targeting, attacks, counterstrikes, Intel, turns, holdings, and victory state visible in the reference.