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Arcade › Cataclysm Tower
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Orion Stax built it with Cinevva, so it works on a phone or a tablet too.
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Cataclysm Tower was built by Orion Stax 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 Cataclysm Tower 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 playable browser game titled “Cataclysm Tower,” a 2.5D side-scrolling wizard survival roguelike set around the ruins of a destroyed fantasy tower after a magical cataclysm. Use a Three.js-style 3D scene viewed from a mostly fixed side-on perspective: the player moves along the horizontal X axis on a flat approach, while the camera follows the wizard slightly and looks across the ruined tower. Keep the visual plane side-scrolling, but layer it over low-poly 3D ruins and depth. The environment should have a dark violet/black void sky and fog, an ash-covered ground, glowing purple cracks, broken stone tower silhouettes and upper ledges in the distance, scattered rubble and glowing crystals, a ruined central tower foundation with a rotating purple ward ring, a small alchemy/research workbench with a glowing cauldron and spellbook, and a distant rotating void rift high in the background. Use crisp billboard/platformer-style sprites for the wizard and enemies, with warm lantern/fire magic, purple arcane glows, soft shadows, and a dark fantasy neon-magical palette. The core loop alternates between a preparation DAY phase and a NIGHT raid phase. Start a run with Day 1, 3 daylight actions, Life 100/100, Mana 100/100, Tower integrity 65/100, Mind/Sanity 80/100, Ward 10, Herbs 3, Dust 2, Stone 6, Lore 0, and 1 potion. During the day, show a “Day Work” panel with buttons for exactly these actions: Brew potion (costs 1 herb and 1 dust, grants 1 potion); Research spell (grants 1 lore and costs 4 sanity, with Void Lance becoming available at lore 2); Rebuild tower (costs 2 stone and restores 18 tower integrity, capped at 100); Raise wards (costs 1 dust and grants 14 ward shield plus an additional 3 per every 2 lore); Anchor sanity (restores 18 sanity and 22 mana). Each action consumes one of the three available actions, and resource shortages should prevent the action and show a brief message. The work panel can be opened or closed outside raids with E. End the day with a prominent button; there is an 85% chance of a raid. On the 15% quiet-night result, do not spawn enemies. Restore 4 sanity, display a “Quiet night” message, and give the player 2 moonlit preparation actions before dawn. The end button then becomes “Let dawn come.” On a new day, restore 3 actions, add 1–2 herbs, sometimes add dust, add 2 stone, and restore 35 mana. After a raid is completed, similarly advance to the next day, grant 3 actions, 28 mana, 1 herb, and 2 stone. On a raid night, hide the day panel, reduce sanity by 8 plus the current day number, choose one event with these weighted chances: villagers 45%, void 33%, rogues 22%. Display the event text and spawn a total of 4 + (day × 2) enemies, with void events spawning 3 additional enemies. Enemies enter from either the far left or far right, move horizontally toward the central tower, and can switch to chasing the wizard when close. Villagers are common, with about 34 HP plus 3 per day and 8 damage; rogues have about 48 HP plus 4 per day, 3.15 speed, and 11 damage; demons have about 80 HP plus 8 per day, 2.05 speed, .85 collision radius, and 16 damage; flying voidlings have about 40 HP plus 5 per day, 3.4 speed, 9 damage, and hover vertically. Villager nights can occasionally include rogues; rogue nights are mostly rogues with some villagers; void nights use demons and voidlings. Enemies attack the player when close or attack the tower when they reach its radius. Ward shield absorbs incoming tower damage first; remaining damage reduces tower integrity. Contact attacks reduce player Life. If tower integrity reaches zero, show a defeat overlay saying the tower collapsed; if Life reaches zero, show that the last wizard fell; if sanity reaches zero, show that the wizard’s name dissolved into the void. The defeat overlay should report days survived and total raiders banished, and offer a New Run button. Control the wizard with A/D or Left/Right to run horizontally, and W, Up, or Space to jump with gravity and a grounded check. Clamp movement to the long ruined approach. Aim spells with the mouse position on the side-scrolling X/Y plane; show a central crosshair on desktop. Left click casts the selected spell during a raid. Support touch with a virtual movement stick, CAST button, and SPELL cycling button. Press 1/2/3 to select spells, Q to cycle them, F to drink a potion, and E to toggle the work panel when not raiding. Implement exactly three spells shown in a bottom spell dock: “1 Ember Bolt,” “2 Moon Ward,” and “3 Void Lance.” Ember Bolt is the default cheap straight projectile: costs 8 mana, has a short .22-second cooldown, travels quickly, and deals 26 + 2 per lore to the first enemy hit. Moon Ward costs 26 mana with a 1.2-second cooldown, damages all enemies within 7.2 units of the tower for 34 + 6 per lore, knocks them away, adds 3 ward, and displays an expanding purple pulse ring around the tower. Void Lance is locked until lore 2; it costs 22 mana, has a .75-second cooldown, visually fires a long purple beam, and pierces enemies in a line up to 15 units away for 58 + 5 per lore. Mana regenerates continuously, faster outside raids; prevent casting when mana is insufficient or on cooldown. Potions are drunk with F, consume one potion, restore 38 Life and 5 sanity, and should be unavailable if the wizard is already at full Life and nearly full sanity. Show a persistent translucent glass-like HUD over the scene. At top left display the title “CATACLYSM TOWER,” current phase/day/event, and four horizontal bars labeled Life, Mana, Tower, and Mind with numeric values. At top right display Herbs, Dust, Stone, Lore, Potions, and Ward. Display short central messages for phase transitions, research unlocks, resource shortages, spell casts, enemy events, and dawn. At bottom left show the Day Work panel and remaining actions. At bottom center show the three spell cards with the selected spell highlighted. Use rounded dark panels, gold/cream text, purple glow, warm amber accents, and gradients matching a polished dark fantasy HUD. Add subtle audio feedback for clicks, casting, and impacts, plus glowing projectile trails and bursts of arcane particles when enemies are hit or defeated. Begin with a full-screen dark violet start overlay explaining the last-wizard premise and controls, with a prominent “Begin Day One” button. The objective is to survive as many increasingly difficult day/night cycles as possible while managing resources, keeping the tower intact, preserving sanity, and banishing every raider in each raid.