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Arcade › Citadel Lines
Click the game above and it runs right here in your browser. No download, no installer, no account needed. logan.klundtjo built it with Cinevva, so it works on a phone or a tablet too.
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Citadel Lines was built by logan.klundtjo 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 Lines 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 2D top-down tower-defense game titled “Citadel Lines.” Use a dark navy sci-fi command-panel presentation: full-screen app with a header, large canvas playfield, and a right-side control panel on desktop that stacks below the canvas on narrow mobile screens. The header should show the title in uppercase and four live stats: Gold, Lives, Wave, and Score. The playfield is a dark blue gradient with a subtle square grid. In the center is a thick, rounded, segmented road/path running from an ENTRY label near the upper-left, horizontally right, turning downward, then horizontally right, turning downward again, and ending at a CORE label near the lower-right. Towers are placed on the empty ground beside the road, never on or too close to it, and enemies travel continuously from ENTRY to CORE along this fixed path. Core gameplay: begin with 260 gold and a difficulty selection of Easy, Normal, or Hard. Easy starts with 24 lives, normal with 20, and hard with 16; difficulty also adjusts enemy health, speed, and rewards. The player selects a tower from the panel, then taps/clicks an empty legal position on the field to deploy it. Towers automatically target the furthest-along enemy within their range and fire without further aiming. Tapping an already placed tower selects it and opens an upgrade panel. Upgrades can independently increase range, damage, or (where supported) splash, up to three levels each, with escalating gold costs. Show the selected tower’s level and current stats in the panel. Towers need spacing from one another. Provide these eight tower choices with the shown costs, colors, and behavior: Bolt, 45g, cyan, fast single-target shots; Cannon, 85g, orange, slow high damage with area splash; Frost, 70g, pale blue, damages and slows enemies; Poison, 65g, green, applies damage over time; Sniper, 115g, yellow, long range and powerful single-target hits; Tesla, 120g, lavender, damages the target and chains to up to two additional enemies; Flame, 95g, red-orange, very rapid close-range attacks with burn damage over time; Laser, 135g, magenta, rapid beam attacks. Represent towers as dark circular bases with colored outlines and short colored aiming barrels; draw translucent colored range circles around them. For the Laser, visibly draw a beam to its current target. Waves are started by a prominent green “Start Wave” button. Wave 1 sends 8 + 3 times the wave number enemies, with spawn pacing becoming faster on later waves. There are 40 waves total; wave 40 is a final wave featuring a Warden Boss. After all enemies in a wave are destroyed, grant a wave-clear gold bonus of 35 + 8 times the wave number and allow the next wave to start. Survive enemies reaching the CORE: each one reduces lives; reaching zero ends the game with a dark overlay and “CITADEL LOST.” Clearing all 40 waves displays victory messaging and disables the start button. Include a Reset Game button. Use these enemy types, with distinct simple colored circular silhouettes, health bars, and the listed traits: Raider/basic (red, ordinary); Runner (gold, lower health and faster); Swarm (mint green, very low health); Tank (purple, high health and slower); Shield (cyan, health protection multiplier); Regen (pink, regenerates health); Splitter (orange, tougher); and the Warden Boss (hot pink, very high health, very slow, large radius, gold-edged ring). Enemies should show compact health bars above them. Destroyed enemies award gold and score, with stronger types awarding more; add small colored hit/death particles. Shots should be small colored projectiles that travel toward targets. Use smooth animation with a capped timestep and responsive canvas resizing. Keep the interface visually consistent with the reference: rounded navy panels, thin blue borders, cyan/gold/green accents, muted blue-gray helper text, compact tower cards in a two-column desktop grid and four-column mobile grid. Show a message area with contextual feedback such as selecting/deploying towers, illegal placement, wave announcements, and victory/defeat status. The help text should explain that towers cannot be placed on the road, auto-target enemies in range, can be upgraded by tapping them, and that the objective is to survive 40 waves. Controls are pointer/touch based: choose a tower, click/tap the field to place it, click/tap a deployed tower to select it, and use the wave/reset/difficulty buttons.