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Emberhold

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

Discussion

Nobody has said anything about Emberhold yet. Play it, then tell Steven what you would add next.

Make your own game

Emberhold was built by Steven 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 Emberhold 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 Emberhold

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.

Recreate “Emberhold” as a polished 2D tower-defense game viewed from a high, almost top-down perspective with slight depth scaling: the battlefield is a wide 16:9 canvas, with a winding brown dirt road crossing a bright grassy medieval courtyard. The road enters from the left edge, travels horizontally, bends down and around a large central rectangular loop, then bends back toward the right-side goal. Place the player’s fortress/gate at the far right end of the road: a dark stone castle gate with towers, red banners, and animated orange braziers/flames. Enemies should spawn from the opposite end and follow the road automatically toward this gate; the player’s goal is to survive enemy waves and prevent enemies from reaching the fortress. Losing all lives ends the run. Use a lush hand-painted fantasy look: warm green meadow, flowers, shrubs, rocks, trees and forest framing the playfield, soft shadows, occasional glowing grassland fireflies, and a large stone castle wall and wooden gate in the background behind the arena. The provided visual has no playable character; the player interacts by placing and upgrading stationary circular metal turrets on designated build pads beside the road. Build pads are round gray/olive stone platforms with riveted segments, a glowing gold outline, and a small gold triangular marker above them. Clicking/tapping a pad and choosing a tower places it there; towers visibly rotate/aim toward targets and fire projectiles, muzzle flashes and impact effects. Render towers as detailed mechanical turrets rather than flat icons, with a circular armored base, glowing colored energy core/ring, metal plates and rivets, barrels and moving parts. Tower upgrades change their appearance, including extra armor, more barrels or thicker barrels and gold trim at high levels.

Include six tower families, matching the visible build UI and code naming: Arrow (blue/steel rapid-fire machine-gun style), Cannon (orange/copper heavy projectile), Frost (cyan/ice slowing weapon), Missile (pale blue guided/explosive weapon), Tesla (purple electric chaining weapon), and Flame (orange/red short-range fire weapon). Give each a distinct color/icon, cost in gold, range, damage/fire rate behavior and upgrade levels; show a selected tower’s attack range and allow selling or upgrading through the tower interaction UI if supported by the game’s panel. Enemies arrive in waves along the road, with varied normal enemies and biome bosses; the campaign code names four boss encounters: Dread Boar, Sultan Kharun, Frost King Ivarr, and Magma Lord Vorax. Keep enemies and their health bars/readable effects visible during combat, and make bosses visually larger and more threatening. Waves become more difficult over time.

Build the surrounding interface as part of the game. At the top, use compact dark cobalt/blue sci-fi-fantasy panels with bright cyan borders and shadows, showing Lives, Gold, Score and Wave. Gold uses a gold accent, lives a pink/red accent, and difficulty a green/orange accent. Under or around the battlefield provide a tower selection/build tray with six cards in a six-column desktop grid (three columns on small screens), each card showing a colored circular tower icon, tower name, short description and gold cost; selected cards have a cyan highlight and unaffordable/locked choices are dimmed. Add a prominent pink-to-orange START WAVE button that changes to an early-call control when a wave can be called early and displays the remaining time/reward detail. Include ability buttons for Airstrike and Freeze Blast with gold and icy-cyan styling, cooldown fill indicators, disabled states and an aiming mode: Airstrike targets a clicked location with a crosshair cursor and damages enemies; Freeze Blast targets/affects enemies and freezes them for a duration. Include pause and speed controls, with speed cycling through 1x, 2x and 3x, plus settings/gear, fullscreen on supported devices, sound/music volume controls and a sound toggle. Use toast/message banners for placement, wave clear and ability feedback; show a centered game-over overlay with score/result and a restart button when the fortress falls.

Add the actual progression screens present in the code: an intro/menu, a campaign map with 20 connected level nodes arranged in a winding route, four biome sections labeled Grasslands, Desert, Snow Peaks and Volcano, locked/open/completed nodes, skull-marked boss levels every fifth level, completion checkmarks and difficulty badges. Selecting an open node reveals Easy, Normal and Hard choices and a start button. Campaign completion persists locally. Also include persistent meta progression: an upgrade tree with Offense, Defense and Economy groups, unlockable nodes such as damage/range/cooldown, starting lives/gold, build-cost discount, kill bounty, interest, wave-clear gold, ability damage/duration and related bonuses; achievements for kills, bosses, flawless/single-tower wins, scores, campaign milestones and ability/early-wave use; persistent high scores and save-code export/import if implementing the full menu layer. Preserve the cheerful painted medieval setting while contrasting it with the crisp cobalt/cyan/pink/gold HUD. Make the layout responsive: desktop uses a bordered 16:9 battlefield with HUD above and controls below; portrait mobile can use the battlefield as a tall contained/cover view with translucent HUD overlays, large touch targets, and touch/click placement and targeting.

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