Arcade › Citadel Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ezvnis77 built it with Cinevva, so it works on a phone or a tablet too.
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Citadel Circuit was built by ezvnis77 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 Citadel Circuit 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 responsive, single-screen 2D canvas tower-defense game titled “Citadel Circuit,” subtitled “hold the line.” Use a dark navy sci-fi interface and top-down orthographic view with no scrolling. The entire playfield fills the browser viewport. Render a subtle blue grid over a #07111f background. In the center, draw a thick rounded, angular circuit route in layered dark blue strokes: it begins near the left edge around mid-height, travels right, turns upward, travels right, turns downward, travels right, turns upward, then exits toward a red-marked endpoint on the right around the upper-middle. Give the route a darker blue outer edge, a dark inner lane, and a faint dashed cyan center line. At the endpoint, show a translucent red danger circle and the label “CORE.” Place nine circular build pads at fixed positions relative to the viewport, approximately at (12%,72%), (12%,30%), (34%,42%), (34%,86%), (68%,12%), (68%,50%), (77%,86%), (90%,20%), and (90%,62%). Empty pads are translucent cyan circles with a smaller inner ring and a cyan plus sign. During the build phase, clicking an empty pad spends 45 credits and creates a “Pulse” tower. Towers are compact dark-blue rounded-square/circuit blocks with cyan outlines, a short cyan barrel projecting upward, and a gold level number. Only allow construction when the player has at least 45 credits. Clicking an existing tower selects it and shows its attack range as a translucent cyan circle. The game begins in a build phase with 140 credits, 20 lives, wave 0 / 10, and no towers. The goal is to survive and defeat ten sequential enemy waves before enemies reach the CORE. Each wave contains 5 + (wave number × 2) enemies, so waves have 7, 9, 11, etc. enemies. Enemies enter from the left side of the route and follow the entire route toward the CORE. They are red circular hostile units with tiny dark eyes, a small shadow, and a green health bar above them; they become white briefly when hit and purple while slowed (the current Pulse tower does not apply slow, but preserve the visual state for consistency with the mechanics). Each enemy starts with 38 + (wave number × 18) health, moves at a base rate of 0.028 + (wave number × 0.0025), has a radius increasing slightly with wave, and awards 10 + (wave number × 2) credits when destroyed. If an enemy reaches the end, remove it and subtract one life. If lives reach zero, show a “CITADEL BREACHED” overlay and the subtext “Reset and try a different tower layout.” Stop gameplay until Reset is clicked. Pulse towers automatically target the enemy in range that is furthest along the route. A newly built level-1 Pulse tower has damage 15, range 108 pixels, and a 650ms cooldown. It fires bright cyan glowing projectile dots toward its target, with small cyan muzzle particles. Projectiles travel to their target, deal the tower’s damage, create impact particles, and destroy enemies at zero health. Show gold floating “+N” credit text above defeated enemies. Award wave-clear income of 35 + (wave number × 9) credits when all enemies are gone. Keep tower kill counts internally. Towers can be upgraded only between waves, not while a wave is underway: upgrades cost 55 + (current level × 35) credits; each upgrade adds 13 damage, adds 18 range, and reduces cooldown by 110ms, with a minimum cooldown of 300ms. Cap towers at level 3 and show “MAX LEVEL” at that level. The selected tower panel should display its type and level, Damage, Range, Cooldown in seconds, and a level meter. Use the following interaction flow. The right-bottom translucent glass panel initially says “BUILD PHASE” and “Place towers on the pads, then launch the next wave.” Include a full-width blue gradient button labeled “START WAVE 1.” Clicking it starts the next wave, changes the panel to “WAVE N UNDERWAY” and disables the launch button until the wave ends. After a wave is cleared, return to build phase and allow upgrades and additional construction, then show the next START WAVE button. After wave 10 is cleared, show a dark overlay with cyan title “ROUTE SECURED” and text “All ten waves defeated.” The launch button should read “VICTORY SECURED” once wave 10 is complete. Include a “Speed ×1” button that toggles simulation speed between ×1 and ×2, and a Reset button that restores the initial state, removes all enemies, projectiles, particles, and towers, clears pads, and shows “Build your defense, then launch the first wave.” Build a fixed HUD over the canvas with a translucent rounded glass style, thin blue borders, and soft shadows. Top left: a brand panel reading “CITADEL CIRCUIT” and “hold the line.” Top right: three stats labeled CREDITS, LIVES, and WAVE, initially 140, 20, and “0 / 10.” At the top center, show temporary rounded notification messages such as “Build your defense, then launch the first wave.”, “Wave N incoming — prepare to spend credits after it ends.”, “Pulse tower online. Upgrade it between waves.”, “Wave cleared! +N credits. Upgrade before wave N+1.”, and breach/reset messages. Bottom left, show the legend “Click a pad to build • click a tower to inspect • upgrade between waves.” Use light blue-white text, muted blue-gray secondary text, cyan accents, gold credits/levels, red danger effects, green health bars, and purple slow-state accents. Make the interface responsive: hide the legend on narrow screens, allow the right panel to fit within the viewport, and keep all controls touch-friendly. Use crisp system UI typography, subtle glassmorphism, rounded corners, and restrained neon arcade effects.