Building Frenzy Command
What it is, how I built it, and what Godot-on-the-web plus phone playtests taught me about shipping with Cursor.
App · Frenzy Command
What it is
Frenzy Command is a real-time tactics game in the browser. You pick a five-hero squad from seven classes, fight AI enemies on arenas with different terrain, and push or retreat a front line from your castle to the enemy castle. There is no gear grind, no skill trees, and no inventory. Skill and formation are the progression.
How I built it
I learned this the same way I’ve learned my other builds lately: in Cursor, through playtesting, breaking things on my phone, and fixing what felt wrong. I didn’t grow up as a game engineer, so the only path was try, break, fix.
The rule I kept repeating was simple: a fun fight beats a pile of features. So I got the loop working first. Menu → war map → pick a squad → fight → see the result → the front line moves. Abilities, environments, saves, sound, and phone layout came later. The core stayed: one selected hero, move, then hold. No chasing around the map.
I couldn’t hire an art team, so the look and sound are generated in the project itself. That only works if the fight is already fun without fancy presentation.
Friends testing on phones taught me more than theory ever did: sound that won’t start until you tap, silence when you switch apps, a landscape fight that clips the battle, touch controls that don’t behave like a mouse. Those aren’t just minor polish problems. They’re part of shipping on the web.
What I learned
The takeaway wasn’t tactics theory. It was how to ship a playable web game with AI.
I learned how to build in Godot and export something people can open in a browser. I learned how hard phone and browser quirks are when sound, orientation, and touch all have their own rules. I learned how to make art and audio inside the project when I didn’t have ready-made graphics and sound to drop in. I learned how to use Cursor to implement abilities, AI, and on-screen controls without drowning the fight in RPG systems. I learned that playtesting with friends on real phones teaches faster than guessing at my desk.
The biggest lesson was order of work: make the fight fun first, then use Cursor to solve the web and phone problems that show up when friends and family try to play.
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