Skip to content

Arcade › Farm Defense

Farm Defense

  • 3d
  • arcade
  • farm
  • defense
  • shooter
  • low-poly
  • touch
  • story
0
Remix it Discord

7 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kelyn Glover built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Farm Defense yet. Play it, then tell Kelyn Glover what you would add next.

Make your own game

Farm Defense was built by Kelyn Glover 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 Farm Defense 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 Farm Defense

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 a browser game titled “Country Shooter: Farm Defense” (the project title is Farm Defense) as a single-screen, mouse/touch shooting defense game in a stylized low-poly 3D countryside. Use a Three.js-like perspective camera: the camera is positioned low and forward at approximately (0, 6.2, 12.5), looking across a farm field toward the distant back of the scene. The background is a bright sky blue with matching blue fog, soft white low-poly cloud puffs, warm sunlight, shadows, and a large green grass field.

Build the farm scene from simple low-poly/procedural geometry and farm-like assets. The ground is a broad green plane. Add eight long parallel dark-brown dirt/crop rows across the field, a tan-brown central farm path extending toward the camera, a pale wooden fence enclosing the farm perimeter, and a red barn at the back-right with a dark roof and front door. Place a farmhouse at the back-left, trees around the edges, many rows of yellow-green corn plants, and an animated cow in the right pasture. The visual language should be chunky, colorful, friendly, and low-poly, with soft shadows and no realistic textures. Targets should visibly sit in the field rather than being represented by UI icons.

The game opens with the HUD visible over the 3D scene and a large centered cream story/menu card with a thick dark-brown rounded border. The card reads “Country Shooter”, “Farm Defense”, and “Critters are raiding the homestead. Tap or click targets to shoot. Stop them before they reach the barn.” Include a large rounded green button labeled “Start Story Mode”. In the top-left, display white shadowed HUD text on three lines: “Score 0”, “Level 1”, and “Lives 3”. In the top-right show “Defend the farm”. Keep a subtle white crosshair centered on the screen during play.

Starting Story Mode opens a short story sequence, one sentence per page with a “Continue” button. Use these exact story lines in order: “In the heart of the countryside, young farmer Jack lives a peaceful life.”; “But one day, a swarm of mischievous critters and bandits invades the farm.”; “Armed with your trusty pop-rifle, defend the homestead.”; “Level 1: Scare away the birds from the cornfield.”; “Level 2: Stop the trash-raiding critters.”; “Level 3: Face the bandit gang stealing livestock.”; “Protect your land and become the legend of the county!” After the final Continue, begin the game with score 0, level 1, and 3 lives. Also allow Enter to start from the menu and Space to advance story.

Core gameplay: the player does not move. Tap or click anywhere in the 3D view to fire at that point. Cast a ray from the camera through the pointer and test it against invisible spherical hit bubbles attached to targets. Every shot has a short 0.12-second cooldown, plays a brief click/pop shot sound if available, and draws a very short-lived pale-yellow tracer line from the player’s rifle position near the bottom center toward the clicked point. A miss displays a temporary rounded toast saying “Miss!”. A successful hit removes the target, displays “Nice shot!” (or “Bandit scared off!” on level 3), and awards 10 times the current level: 10 points on level 1, 20 on level 2, and 30 on level 3.

There are exactly three sequential levels. Each level requires clearing 5 + level*3 targets: 8 targets on level 1, 11 on level 2, and 14 on level 3. Initially spawn up to five targets, then replace each target immediately when it is shot or escapes; maintain additional spawning with a short timer while keeping only a small group active (at most roughly 6 + level). The mission HUD during play should show the current objective and how many remain, such as “Level 1: Scare the birds! 8 left”, while the top-left score/level/lives HUD updates continuously.

Level 1 is “Scare the birds!”: use small yellow chick/bird-like cube-pet animals, visibly smaller than later enemies, moving slowly. Level 2 is “Stop the raiders!”: use brown beaver/animal-like cube-pet critters, moving faster than level 1. Level 3 is “Bandit rush!”: use the fastest enemies, made from simple low-poly humanoid geometry: a brown capsule-like body, tan spherical head, black wide-brim hat, and a small black mask across the face. All targets spawn in a horizontal band toward the far end of the crop field, at varied x positions, and move toward the front of the farm while also drifting left/right. Give them a small vertical bob/wobble. Their base speeds should increase by level (about 1.25, 1.55, and 1.9 plus a small random amount); level 3 advances toward the camera/front faster than animal levels. Keep them within the field’s horizontal bounds by reversing direction at the edges and rotating to face their travel direction.

A target escapes when it reaches the front boundary of the farm (around the near fence/path area). Remove it, show “One got through!”, and subtract one life. If lives reach zero, stop play and show a centered cream end card titled “Game Over” with text like “Final Score: X. The critters overran the homestead.” and a “Play Again” button. If all 14 level-3 targets are cleared, show a centered end card titled “You Win!” with “Final Score: X. The farm is safe thanks to you!” and the same restart button. Allow R to restart from either end state. Restarting returns to the menu and resets score, level, lives, and target progress.

Use responsive full-window layout suitable for desktop and mobile portrait screens. Overlay UI should use a readable system sans-serif font, white HUD text with dark shadow, cream panels with dark-brown borders and rounded corners, and green pill-shaped buttons with a darker pressed shadow. Keep the game action and targets visible behind the translucent menu/story/end overlays. Do not add player movement, weapons, inventory, upgrades, health bars, ammo, or extra enemy types beyond the three level categories described above.

More free browser games

Browse the whole Arcade →