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Wingforge

  • 3d
  • strategy
  • autobattler
  • sci-fi
  • mech
  • management
  • mobile
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alain Christan Allado built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wingforge yet. Play it, then tell Alain Christan Allado what you would add next.

Make your own game

Wingforge was built by Alain Christan Allado 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 Wingforge 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.

Read the build brief for Wingforge

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 mobile-first browser game called “SARIMANOK: WINGFORGE,” a sci-fi management and autonomous arena-battle experience. Use a full-screen Three.js-style 3D scene behind a glassy HUD: a dark navy space-like background with faint stars/particles, fog, cyan and magenta rim lighting, and a circular futuristic arena platform. The arena should be a dark blue metallic cylinder with a bright cyan holographic ring, surrounded by evenly spaced slim glowing pillars alternating blue and magenta. Place two stylized low-poly/flat-colored mechanical bird warriors in the arena: the player’s SKYFALL // MK-I on the left with cyan holographic wing fins and glowing core, and the RIVAL // KRAKEN-9 on the right with pink holographic wing fins. They should look like animated avian/mech skeletons, cast shadows, face each other, and have a subtle cinematic camera drift/rotation rather than player-controlled movement. Add ambient floating cyan particles and animated ring motion.

Build the interface as a dark translucent glass-panel dashboard with thin blue borders, rounded corners, cyan accents, muted blue-gray text, gold action buttons, and pink enemy accents. The fixed top bar reads “SARIMANOK WINGFORGE” with WINGFORGE in cyan, and on the right shows “SYNC ONLINE · 42 PTS,” with ONLINE green. The default HOME panel appears near the top and contains the kicker “LIKHÂ FORGE NETWORK,” a large two-line headline “Forge the sky. / Own the clash.” with the second line cyan, explanatory text stating that autonomous Warrior Bird Mechs battle without direct control, and buttons “DEPLOY TO ARENA” (gold) and “OPEN LIKHÂ FORGE” (dark). Show three stats: WARRIORS 01, VICTORIES 07, and SALVAGE 128.

Provide a fixed bottom navigation bar with horizontally scrollable tabs: HOME, MY WARRIORS, LIKHÂ FORGE, WORKSHOP, ARENA, INVENTORY, MARKET, PROFILE, and SETTINGS. Selecting a tab swaps the active panel and highlights the current tab. MY WARRIORS shows “Hangar roster,” a SKYFALL // MK-I card labeled “Holographic avian chassis · Lv. 4” and READY, plus CUSTOMIZE and DEPLOY buttons. LIKHÂ FORGE shows “Assemble a sky hunter,” describes the modular holographic frame, and lists Core chassis AERIAL MK-I, Wing pair RAPTOR-FIN, and Weapon node ARC TALON, with a gold FORGE BLUEPRINT button that displays a toast saying the forge blueprint was saved. WORKSHOP shows the SKYFALL blueprint and the visible stats Aggression 72, Mobility 88, Guard 41, plus a SET AGGRESSIVE AI button with a confirmation toast. INVENTORY lists Plasma Feather ×12 (RARE), Carbon Talon ×08 (UNCOMMON), and Memory Core ×01 (MYTHIC). MARKETPLACE shows a Raptor-Fin blueprint and BOOKMARK action. PROFILE shows Operator // 0042, Arena rating 1280, 7 victories, and 3 destroyed Warriors. SETTINGS shows Performance mode MOBILE HIGH and Cinematic camera ON.

When DEPLOY TO ARENA, DEPLOY, or the ARENA tab is selected, hide the management panel and begin an autonomous battle; do not add direct movement or attack controls. Show a battle HUD at the top with two names and horizontal health bars: SKYFALL // MK-I on the left and RIVAL // KRAKEN-9 on the right. Show a centered phase/status label and a bottom skill strip that is informational only, containing “1 ARC TALON,” “2 DIVE BOMB,” and “ULT SKYFALL.” First show DEPLOY, then a 3-second countdown, then alternate status messages such as REPOSITIONING and AUTONOMOUS BATTLE. The two mechs should orbit/reposition smoothly around the arena, turn to face one another, and attack only when close enough. Use simple timed AI: SKYFALL deals normal 7 damage and ultimate 13 damage; the rival deals normal 6 damage and ultimate 11 damage, with attacks on cooldown and ultimates less frequently. Reduce and visibly update each health bar. On ultimate events briefly show “SKYFALL // ULTIMATE” or “KRAKEN-9 // ULTIMATE.” When either health reaches zero, show VICTORY // SKYFALL SURVIVES or DEFEAT // SALVAGE AVAILABLE, display a toast about the rival being destroyed or salvage recovered, then return to the warriors screen after a short delay for victory or inventory for defeat. Keep the tone as a polished, cinematic sci-fi arena dashboard with cyan holographic UI, gold deployment actions, dark navy space, and contrasting pink enemy lighting.

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