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Camp Clash

  • 3d
  • autobattler
  • lane-pusher
  • strategy
  • low-poly
  • fantasy
0
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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. Elvis Prestley built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Camp Clash yet. Play it, then tell Elvis Prestley what you would add next.

Make your own game

Camp Clash was built by Elvis Prestley 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 Camp Clash 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 Camp Clash

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 “Camp Clash” as a playable Three.js-style 3D autobattler/lane-pusher viewed from a fixed elevated perspective looking down the center of a small battlefield. The scene is a soft, low-poly/isometric fantasy camp: a square grassy field in muted green, a wide straight tan dirt lane running from the foreground to the background, scattered dark-green faceted rocks on both sides, soft sky-colored background fog, and strong soft shadows. Place the player’s blue camp at the near/foreground end of the lane and the rival red camp at the far/background end. Each camp should have a glowing colored circular ring on the ground, a simple faceted cylindrical base with a banner, and preferably a stylized low-poly building model: blue tower/player structure in front and red hall/rival structure in back facing the opposite direction. Use low-poly animated fantasy characters when available: blue-side warrior-like Guard and Ranger, a larger knight-like Brute, and red-side goblin-like Raider and Shaman. If external models are unavailable, use colored capsule/faceted placeholder bodies while preserving the readable silhouettes and team colors.

Core loop and rules: Start with 80 gold, +2 gold per second, wave 1, and both camps at 500/500 HP. The player clicks/taps shop buttons to spend gold and hire units; there is no direct unit movement control. Purchased blue units spawn near the blue camp and automatically march up the central lane toward the red camp. Enemy waves automatically spawn from the red camp and march toward the blue camp. Units target the nearest opposing unit, or attack the opposing camp when it is the more relevant target/when they reach it. Melee units attack instantly at close range; ranged units fire visible colored orb projectiles that travel to their target. Show floating health bars over units, reduce unit health on hits, remove defeated units, and award the player 7 gold when a blue unit kills an enemy. Camps take damage when attacked. Win when the red camp reaches 0 HP; lose when the blue camp reaches 0 HP; then show a centered dark translucent end overlay with “Victory!” and the text about breaking the rival camp, or “Camp Lost” and the text about raiders overrunning the camp, plus a “Play Again” button that resets the match.

Implement these exact unit types and approximate combat stats: Guard costs 20 gold, has 48 HP, 8 damage, 1.05 attack range, 2.15 movement speed, and a 0.72 second attack cooldown; it is a cheap blue melee frontliner. Ranger costs 35, has 34 HP, 7 damage, 4.2 range, 2.0 speed, and 0.62 cooldown; it is a weaker ranged blue warrior firing projectiles. Brute costs 55, has 92 HP, 17 damage, 1.15 range, 1.45 speed, and 1.05 cooldown; it is a slow, durable, high-damage blue knight/tank. Enemy Raider has 42 HP, 7 damage, 1.05 range, 1.85 speed, and 0.78 cooldown; enemy Shaman has 30 HP, 6 damage, 3.8 range, 1.7 speed, and 0.7 cooldown and fires projectiles. Enemy waves begin after about 2.5 seconds, increment the displayed wave number, then recur roughly every 4.5–8.5 seconds (shortening slightly as waves rise). Wave size is 1 + floor(wave/2.4), spawning members about 0.42 seconds apart; each enemy is usually a Raider, with Shaman probability increasing by wave from about 18% up to a cap of 45%. Display a temporary notification such as “Enemy wave 2 is marching!” at the top center when a wave arrives.

Add the fourth shop control, “Income +2,” initially costing 75 gold. Clicking it increases income by exactly 2 gold per second and raises the next cost by multiplying by 1.65 and rounding up to the nearest 5. Gold accrues continuously, and all shop buttons are disabled/visually dimmed when unaffordable or after game over. Show a temporary notification when hiring, upgrading income, or lacking enough gold.

HUD and visual layout: Overlay the 3D canvas with a fixed UI. In the upper-left, use a rounded dark translucent panel with the title “CAMP CLASH” in uppercase and the subtitle “Buy units with gold. Break the rival camp before yours falls.” In the upper-right, show a rounded dark panel with a gold coin icon and large gold number, then “Income: +X/sec · Wave N” and “Your camp 100% · Enemy 100%,” updating the percentages from camp HP. At the top center below the panels, show temporary dark rounded notification text. At the bottom center, show a rounded dark translucent shop bar with gold gradient buttons labeled Guard / 20 gold, Ranger / 35 gold, Brute / 55 gold, and Income +2 / current cost gold. Make it responsive for narrow screens: compact title/stats and four equal-width buttons across the bottom. Use rounded corners, subtle borders, blur/shadow, cream-yellow shop buttons, and a clean system sans-serif typeface. Keep the overall art style calm, colorful, low-poly, and softly lit, matching the screenshot: green field, tan lane, blue/red camp accents, simple faceted rocks, and animated marching characters.

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