Home › Stickman › Cyber Age General

Cyber Age General
Twelve robots step out of your Cyber Hauler.
Dig stone and metal, build a city, keep the power on when the sun goes down.
Knock down the other HQ. Alone, or up to four generals on their own screens.
Mouse and keyboard
iPad and phone
Saves itself
1 to 4 generals
Start
H lands the Hauler. Right-click a deposit with workers. About 20 minutes a match.
For parents and teachers
- The Stickman general in the Cyber Age: robots dig stone and metal and carry it to a Crystal Plant and an Alloy Foundry; a City hosts humans who give headcount for more robots; Solar Farms, Wind Farms and Batteries keep the power on through the night; Drills, Laser Towers, Troopers, Walkers, Fighters, Cruisers and Guardians. Every number is in the rulebook and checked by the tests.
- What it teaches: planning a supply chain (dig, carry, refine, build), a power budget over a day and a night (solar peaks at noon, wind at dawn and dusk, batteries in between), and choices under a limit. A match ends in about 20 minutes.
- With friends: one screen opens a room with a town name and gets a four-letter code; friends join from their own screens with the name and the code, anywhere. The host sets each of four generals to a friend, a computer with a level, or off, and the teams; a teacher can watch. The host's screen runs the match (keep it awake; its Pause pauses for everyone). The screens pass only the moves through our relay, which stores nothing, asks no names and carries no chat.
- Nobody gets hurt: robots fight robots and fall apart with a boing, humans fly home, and the generals bow and shake hands at the end.
- Progress saves itself on this device (Save and quit in the menu; Continue on the title). Clearing the browser's site data erases it.
One file, about 0.4 MB. Alone, it never talks to the internet once loaded. No accounts, no ads, nothing collected. More for parents and teachers