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Crystal Bastion

  • 3d
  • tower-defense
  • strategy
  • low-poly
  • fantasy
  • wave-based
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. Hudson Peterson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crystal Bastion yet. Play it, then tell Hudson Peterson what you would add next.

Make your own game

Crystal Bastion was built by Hudson Peterson 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 Crystal Bastion 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 Crystal Bastion

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 3D tower-defense game titled "Crystal Bastion". Use a bright, low-poly fantasy meadow battlefield viewed from an elevated angled perspective. The world is a roughly rectangular green grass island with a pale blue sky/background, soft fog, directional sunlight, shadows, scattered low-poly grass clumps and border rocks. Use Kenney Nature Kit-style models for the meadow, rock track, grass and rocks, Kenney Tower Defense Kit-style models for towers and colorful projectiles, and cute animated Quaternius-style Demon and Skull monsters. Allow the camera to orbit around the battlefield and zoom in/out, but do not allow panning.

The battlefield has a winding segmented rocky enemy track laid across the grass. It starts at approximately the back-left at (-9,-5), travels right, turns forward and backward through several rectangular bends, and finishes near the front/right at (9,5). Put a glowing dark purple enemy portal at the start and a crystal base at the end: the base is a dark stone pedestal with a cyan glowing faceted crystal and a cyan ring. Enemies emerge from the portal and walk the fixed winding path toward the base. Place multiple glowing cyan-ringed circular build pads around the grass, away from the track, portal and base; also permit clicking/tapping empty valid grass to create a new placement location. Block placement if it is out of bounds, too close to the track, base, spawn, or another tower.

The game starts with 160 crystal currency, base health 20, and wave 0 of 30. The top HUD should show a large dark translucent title panel reading "Crystal Bastion", plus three dark status cards: a blue diamond/crystal icon and the current crystal total, a red heart with "Base" and current base health, and an enemy/wave icon with the current wave out of 30. Show a prominent yellow-orange "Start Wave" button near the upper-left/center. At the bottom, show a dark translucent horizontal tower-selection carousel with navigation arrows and cards. The initial visible cards are Rapid ("Fast weak", 75 diamonds in the reference UI), Cannon ("Slow heavy", 120 diamonds), and Energy ("Area pulse", 150 diamonds); the functional starting costs are Rapid 80, Cannon 125 and Energy 145, so display the actual current cost consistently in the rebuild. The carousel contains all ten tower types: Rapid, Cannon, Energy, Frost, Flame, Storm, Sniper, Mortar, Venom and Mine.

Core loop: the player chooses a tower card, taps a glowing build pad or valid grass, and spends crystals to build it. Towers automatically acquire the enemy furthest along the track within their range and attack on their cooldown. Defeated enemies grant crystals. Each wave is manually started with Start Wave; disable it while a wave is active. Waves escalate through 30 rounds. Normal rounds contain increasing numbers of Skull or Demon enemies with increasing HP and speed. Every fifth wave is an elite Demon group, and every tenth wave is a single large boss Demon with substantially high HP; a boss reaching the base deals 6 damage while ordinary enemies deal 1. Display health bars above enemies. If all enemies in the active wave are spawned and defeated, increment the wave, award a wave-clear bonus of 30 plus 7 times the completed wave number, and enable the next Start Wave. Enable an Auto Start toggle that starts the next wave after a short delay, and a speed button cycling simulation speed 1x, 2x and 3x. Win when wave 30 is cleared; lose when base health reaches zero. Show a clear end screen for victory or defeat with a restart button.

Implement these ten towers with distinct low-poly silhouettes, colors, attacks and base costs/ranges as follows: Rapid costs 80, short range 4.1, damage 11, very fast 0.30 second fire interval, cyan shots; Cannon costs 125, range 5.0, damage 54, 1.35 second interval, orange heavy projectile and splash radius 1.05; Energy costs 145, range 3.9, damage 36, 1.45 second interval, purple instantaneous expanding area pulse with radius 1.9 and slow effect; Frost costs 115, range 4.6, damage 18, 0.90 second interval, pale-blue projectile that slows enemies; Flame costs 155, range 4.05, damage 28, 0.98 second interval, orange/red splash shots that apply damage-over-time burn; Storm costs 170, range 4.7, damage 30, 1.15 second interval, yellow chain lightning that can hit 3 nearby enemies; Sniper costs 175, long range 8.0, damage 108, 2.15 second interval, white long-range projectile with boss armor pierce; Mortar costs 200, range 6.6, damage 92, 2.45 second interval, long-range orange splash shell with radius 1.55; Venom costs 145, range 5.0, damage 14, 0.92 second interval, green projectile with small splash, poison damage-over-time and slow; Mine costs 160, does not attack, and produces 50 bonus crystals every 2 cleared rounds.

When a tower is selected, show its colored circular range ring and an upgrade panel. Each tower has a level starting at 1 and two independent upgrade paths, Power and Special, each with 3 ranks, for a maximum level of 7. Display the next upgrade name and cost in the panel, and let the player buy either path if affordable. Power upgrades generally increase damage and special upgrades generally increase range/fire rate and improve the tower's signature effect. Use these named upgrade themes: Rapid Power "Piercing tips", "Twin shot", "Triple shot" and Special "Long sights", "Overclock", "Hyper volley"; Cannon Power "Heavy shell", "Siege barrel", "Crit shells" and Special "Blast radius", "Faster fuse", "Shockwave"; Energy Power "Brighter core", "Arc pulse", "Singularity" and Special "Slow field", "Wide pulse", "Time drag"; Frost Power "Ice shards", "Deep freeze", "Shatter" and Special "Long chill", "Wide frost", "Permafrost"; Flame Power "Hotter fire", "Lava burst", "Inferno" and Special "Long burn", "Wildfire", "Ash cloud"; Storm Power "Charged bolt", "Thunderhead", "Thunderlord" and Special "Extra jump", "Forked lightning", "Chain storm"; Sniper Power "Piercing round", "Marked shot", "Executioner" and Special "Eagle scope", "Quick reload", "Deadeye focus"; Mortar Power "Dense shell", "Siege charge", "Earthbreaker" and Special "Wider blast", "Shrapnel rain", "Crater maker"; Venom Power "Toxic darts", "Corrosive venom", "Meltdown" and Special "Lingering cloud", "Neurotoxin", "Plague aura"; Mine Power "Richer vein", "Deep shaft", "Crystal core" and Special "Efficient carts", "Prospector crew", "Auto drill". Upgrade costs should scale from each tower's initial upgrade cost: Rapid 75, Cannon 110, Energy 120, Frost 95, Flame 120, Storm 135, Sniper 145, Mortar 160, Venom 110, Mine 125, increasing with path depth and the other path's depth. Mine Power upgrades add 25 income and Special upgrades add 15 income. On every even-numbered cleared wave, award each existing mine its income and show a cyan income pulse from the mine.

Clicking an existing tower selects it, shows its range and opens its upgrade panel. The panel should display tower name, level out of 7, relevant damage/range/fire interval or Mine income, Power and Special rank nodes, upgrade buttons, and a Sell button. Selling refunds 70% of all crystals spent on that tower, removes it and restores the build pad. Use toast messages for selection, construction, insufficient currency, wave start/clear, upgrades, selling and auto-start/speed changes. Make the overall interface dark translucent blue-gray panels with bold white text, yellow/orange action buttons, cyan highlights, rounded borders, and large touch-friendly controls. Use clear particle/ring effects for area pulses, flame impacts, chain lightning, projectile impacts, enemy defeat rewards and mine income; play a short laser-like sound effect on construction and attacks.

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