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Arcade › Backyard Siege
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lynnette Tyler built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Backyard Siege yet. Play it, then tell Lynnette Tyler what you would add next.
Backyard Siege was built by Lynnette Tyler 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 Backyard Siege 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.
Create a mobile-first 3D lane-defense game titled "Backyard Siege" using Three.js and primitive geometry only. Present a fixed, elevated perspective camera looking diagonally over a rectangular backyard lawn, with a warm brown dirt surround, green bordered lawn, blue sky/background, soft shadows, and a simple cream house structure with a red roof at the far left. The playable lawn is an 8-column by 5-row grid of 40 rectangular tiles in alternating light and dark green, with subtle horizontal lane stripes. Zombies enter from the right edge and walk left toward the house; if one passes the left edge, the player loses a life. Start with 3 lives, 150 sun, and wave 1. Show a touch-safe HUD over the 3D scene: a cream translucent rounded stats panel at top left reading Sun, Lives, and Wave; a matching centered message panel with instructions/status; a hint panel above the bottom controls explaining that pea plants shoot down their lane, sun plants produce sun, and wall plants stall zombies; and large rounded bottom buttons for Pea (100 sun), Sun (50 sun), Wall (50 sun), Shovel (Remove plant), and Restart (Fresh yard). On narrow screens, stack the top HUD vertically and use a 3-column button layout. Use pointer/touch interaction: tap a plant card, then tap an empty lawn tile to place it; tap Shovel then a planted tile to remove it; tap floating sun pickups to collect them; Restart resets the entire run. Highlight the selected plant card and visually dim cards the player cannot afford, but still show clear in-game messages for occupied tiles and insufficient sun. Implement exactly three plant types. Pea plants are stylized green primitive models with a stem, leaves, round head, and forward-facing cylindrical snout. They cost 100 sun, have 100 HP, and automatically fire bright green spherical peas down their row at 1.15-second reload intervals when a zombie is ahead in that lane. Peas travel rightward, deal 20 damage on collision, and disappear off the board. Sun plants are stylized yellow flowers with green stems/leaves and multiple yellow petals around a brown center. They cost 50 sun, have 90 HP, and create collectible glowing yellow sun pickups every 6.5 seconds. Wall plants are large brown walnut-like rounded primitive forms with a darker shell detail; they cost 50 sun, have 320 HP, and do not attack. Plants occupy one tile, cannot be placed on an occupied tile, and all plants can be damaged by zombies in their row. The shovel removes a plant without refund. Use simple primitive-model enemies: a basic zombie with a gray rectangular body, gray legs, and pale green spherical head, plus a cone zombie with an orange cone on its head. Basic zombies have 90 HP, 16 damage per second while biting, and speed 0.32 plus 0.016 per wave. Cone zombies have 140 HP, 22 damage per second, and speed 0.24 plus 0.015 per wave; only spawn starting at wave 3 with a 28% chance. Zombies randomly choose one of the five rows and spawn at the right edge. They move left until they encounter a plant in their row, then stop and continuously bite it; dead plants disappear and the zombie resumes walking. Pea hits remove zombies at zero HP. Defeated zombies have a 22% chance to drop a collectible +25 sun pickup at their position. Run waves automatically. Wave 1 targets 8 zombies; after all target zombies have spawned and all are defeated, begin the next wave after a short intermission, increase the target to 8 plus 2 times the wave number, and grant 50 bonus sun. Use an initial short intermission and variable spawn intervals that become slightly faster in later waves. Display wave-start bonus messages. Also spawn a sky sun pickup approximately every 8.5 seconds at a random row/column location; it starts elevated, drifts downward, glows/rotates, is worth 25 sun, and expires after about 8.5 seconds if not tapped. Sunflower pickups behave similarly and are worth 25 sun. Keep real-time animation with subtle plant sway, zombie movement/bite motion, rotating/floating sun pickups, shadows, and lighting. When all 3 lives are lost, stop gameplay and show a game-over message telling the player to tap Restart. Do not add unrelated weapons, plants, enemies, upgrades, levels, or mechanics.