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Drone Armada

  • 2d
  • tower-defense
  • strategy
  • arcade
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. Fevzi Sevik built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drone Armada yet. Play it, then tell Fevzi Sevik what you would add next.

Make your own game

Drone Armada was built by Fevzi Sevik 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 Drone Armada 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 Drone Armada

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 2D canvas tower-defense game titled “Citadel Circuit,” shown from a fixed top-down/flat tactical view. Use a very dark navy background (#0b1020) with a subtle 32px square grid, luminous blue-gray route, rounded dark UI panels, and cyan/gold/pink accents. The playfield fills the viewport (with a reasonable max width/height), and the HUD overlays the canvas.

The enemy route is a thick rounded circuit-like path entering from off the left edge, traveling right, turning upward, traveling right, turning downward, traveling right, turning upward, then exiting off the right edge. Use normalized waypoints approximately: (-0.04,0.50) -> (0.18,0.50) -> (0.18,0.22) -> (0.45,0.22) -> (0.45,0.72) -> (0.73,0.72) -> (0.73,0.40) -> (1.04,0.40). Render it with a dark outer border/underlay about 42px wide, an inner blue route about 34px wide, and a thin lighter-blue edge line. At the exit, draw a dark circular core marker outlined in gold with the label “CORE.” Place eight circular build pads away from the route at normalized positions approximately (0.10,0.32), (0.28,0.34), (0.33,0.58), (0.55,0.38), (0.60,0.85), (0.82,0.22), (0.86,0.58), and (0.51,0.10). Empty pads are dark blue circles with a lighter outline and a centered “+”; hovered pads brighten, and the selected pad gets a gold outline.

The game starts with a modal overlay over the dimmed playfield: title “Citadel Circuit,” text “Hold the line through escalating waves. Spend gold on towers and upgrade them between attacks.” and a cyan “Begin defense” button. Clicking it starts the build phase. Initial state: 20 lives, 120 gold, wave 1, no towers, no enemies, and build phase. The top-left HUD contains pill counters for hearts/lives (20), gold (120), wave number (1), and phase (“Build”); to the right is a status pill. Initially show “Place a tower, then start the wave.” On the upper-right, show help text: “Tap an empty pad to build. Tap a tower to select it. Upgrades are available between waves.” At the bottom center, show a rounded upgrade/action panel with selected-item title and stats plus buttons: “Build tower · 50g,” “Upgrade · 70g,” “Sell,” and “Start wave.” Buttons must be disabled when their action is unavailable.

Interaction is pointer/touch based. Tapping an empty pad selects it and enables building if in build phase and the player has at least 50 gold. Building costs 50 gold and creates a level-1 tower of type “Pulse” on that pad. Tapping an occupied pad selects its tower. A tower is rendered as a colored circular turret (level 1 blue, level 2 brighter cyan, level 3+ purple), with a dark central vertical element and a gold barrel that rotates toward its target. Selected tower information reads “Tower [level] · Pulse” and “Damage [damage] · Range [rounded range] · Rate [rate to one decimal]s.” Level 1 starts with damage 12, range 118 pixels, firing rate/cooldown 0.75 seconds, and upgrade cost 70 gold. During build phases, upgrading costs the current upgrade cost, increases level by one, adds 10 damage, adds 18 range, reduces the firing interval by 0.13 seconds but never below 0.28 seconds, and increases the next upgrade cost by 45. Towers can reach level 4 maximum. Selling refunds floor(35 + level*18) gold, removes the tower, and deselects it. Upgrades and selling/building are unavailable during combat as appropriate; the upgrade button is disabled at max level or if funds are insufficient.

Pressing “Start wave” is only possible in build phase after the game has begun. It changes to combat and spawns 5 + (wave number * 3) enemies, one every 0.65 seconds. Each enemy begins at the left route entrance and advances along the route. Enemy max health is 30 + wave*15, movement speed is (42 + wave*4) pixels per second, radius is 10 + min(5, wave*0.5), and defeating one awards 10 + wave*2 gold. Draw enemies as pink/red circles; when their health falls below 35%, use a warmer orange-pink color. Add a small 24px-wide health bar above each enemy, with a dark background and a green fill proportional to remaining health. Towers automatically target the furthest-along living enemy within their range, rotate toward it, and fire gold circular projectiles. Projectiles travel about 360 pixels/second toward their target and deal the tower’s damage on contact.

Enemies that reach the CORE reduce lives by one and disappear. Destroyed enemies increase the kill count and award gold. When all enemies have spawned and all remaining enemies are gone, finish the wave, return to build phase, increment the wave number, and award 25 + (new wave number * 4) gold. Update the status during combat to “[enemy count] hostiles on the route”; after a wave, show “Wave [wave] cleared — upgrade before the next attack.” The player can repeatedly build, upgrade, sell, and launch increasingly difficult waves. If lives reach zero, stop the simulation and display the modal with title “Core breached,” text “You survived [completed waves] waves and destroyed [kills] hostiles.” and a “Try again” button. Resetting returns to the initial 20 lives/120 gold/wave 1 state and clears all towers, enemies, projectiles, and selections.

Keep the presentation clean and minimal: no character avatar, no sound requirement, no extra enemy types, no shop or map scrolling. Use responsive canvas sizing, rounded UI cards, subtle shadows, dark translucent overlays, and high-contrast readable system sans-serif text. The central gameplay should visually match the supplied screenshot: a dark gridded field, angular blue circuit path, circular plus pads, top status pills, bottom control panel, and centered introductory modal.

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