Arcade › Camp Guard
a dog game for fun and a good war defence game
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lachlan Gallear built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Camp Guard yet. Play it, then tell Lachlan Gallear what you would add next.
Camp Guard was built by Lachlan Gallear 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 Guard 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 browser-based 3D tower-defense/war-camp game titled “Camp Guard.” Show a large square concrete training-ground battlefield from a third-person command camera, with a muted blue-gray background/fog and subtle tiled anti-slip concrete texture. Add scattered dark shell craters and occasional tan sandbag barricades around the outer field. In the center, build a compact blue military camp: a dark blue rectangular base/core with a slightly larger dark roof slab and four raised gray perimeter walls, leaving it visibly fortified. Include a small defensive turret near the camp, made from a brown/orange circular base and a short dark metal gun barrel. The game is a survival defense loop. The player protects the central blue camp from incoming enemy soldiers. Start with 120 coins, camp HP 100, camp level 1, wave 1, and defeated count 0. Enemy soldiers spawn from random edges of the battlefield in groups when each wave begins; the first additional wave occurs after roughly 14 seconds, and later waves become more frequent, with wave size equal to wave number plus two. Soldiers run toward the camp center, have 3 HP, and when they reach the camp they attack it periodically for 4 damage. If camp HP reaches zero, stop gameplay and show a “Camp overrun — refresh to restart” message. Use low-poly/toon-style 3D asset models where available: a stylized autonomous tank, animated dog/rottweiler models, and animated soldier models. The tank begins near the front of the camp, automatically seeks nearby enemies within about 30 units, drives toward targets when they are farther than 10 units, turns toward them, and automatically fires glowing yellow rounds every 1.15 seconds for 3 damage. The starting turret automatically finds enemies within about 15 units, rotates to face them, and fires glowing rounds every 0.7 seconds for 2 damage. Projectiles should be small bright yellow spheres traveling visibly through the scene. Defeating an enemy removes it, adds 12 coins, and increments the defeated counter. Provide the following clickable HUD actions in the upper-right: “Upgrade Camp (100)” initially, “Build Turret (65)” initially, “Deploy Tank,” and “Call Rottweiler.” Camp upgrade costs 60 plus 40 times the current camp level, raises camp level by one, adds 25 camp HP, and visually rebuilds/toughens the camp walls. Building a turret costs 45 plus 20 times the current turret count and places another auto-firing turret around the camp. The tank can be deployed once; after deployment change its button text to “Tank Active” and disable it. Calling a rottweiler costs 35 coins and can be done up to three times; each dog spawns by the camp, seeks nearby enemies within 8 units, runs toward them, and attacks at close range every 0.7 seconds for 1 damage. Disable actions when their requirements are not met and show a brief centered toast for events such as “Camp armor upgraded,” “New turret online,” “Rottweiler joined the defense,” “Need more coins,” and new-wave notifications. Use a dark translucent rounded panel in the upper-left labeled “CAMP GUARD,” showing Coins, Camp HP, Level, Wave, and Defeated with the values updating live. Put the action buttons in bright blue, with the build-turret button orange. Add a small white plus crosshair at screen center. At the lower-left, show a dark translucent help panel reading: “COMMAND VIEW. The tank now drives and fires by itself. Watch the battlefield, upgrade the camp, build turrets, and call rottweilers to hold the line.” On narrow screens simplify/hide the help panel and keep compact buttons. Include a mobile-style directional pad at lower-right with up/left/down/right arrow buttons, and support pointer-lock mouse movement or touch dragging to look around; keyboard/touch arrow controls may be presented as the tank controls, while the tank’s actual combat behavior remains autonomous. The camera should smoothly follow the deployed tank from behind and above, looking toward it, or use a high command view over the camp before deployment. Use soft shadows, directional sunlight, cool ambient lighting, fog, and a clean stylized military-simulation presentation.