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Fort Guard

  • 3d
  • tower-defense
  • medieval
  • strategy
  • mobile
  • low-poly
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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. Amit built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Fort Guard was built by Amit 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 Fort Guard 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 Fort Guard

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 mobile-friendly 3D tower-defense game titled “Fort Guard.” Use a warm, polished low-poly medieval art style with a softly lit peach-to-cream sky/background, a top-down oblique perspective, soft shadows, fog, and a broad grassy hex-tile battlefield. The camera should show a winding tan stone road entering from the bottom of the map and ending at a blue medieval castle gate near the upper end, with two small blue village houses, red flags, barrels, rocks, and many scattered evergreen trees around the play area. Use KayKit-like low-poly medieval assets where available; the game should still function with simple geometric substitutes if assets fail.

Title/menu presentation: show large white “FORT GUARD” lettering with a brown drop/shadow effect, the subtitle “Hold the hill. Guard the gate.”, a large gold/orange PLAY button, and a blue “How to Play” button. Include a home button at top-left and a question/help button at top-right. PLAY opens a level-selection screen with ten battles in a two-column grid: Green Hill, Twin Bends, Stone Steps, Long Road, Raider Chief, Old Quarry, Switchbacks, Hook Pass, Iron March, and Last Stand. Each level displays up to three stars and either its best score or wave count; persist stars and best scores locally. Include a How to Play modal explaining the goal, tower types, upgrades/selling, knight movement, early wave bonus, and keyboard controls.

Core gameplay is tower defense. Each level has a different predefined orthogonal winding road made from straight segments and rounded joints. Raiders spawn at the road entrance and follow the full path toward the castle gate. If a raider reaches the end, reduce the player’s lives; start each level with 20 lives. The level is won after every wave and enemy are cleared, and lost when lives reach zero. Display a results screen with Victory/The Gate Fell, one-to-three stars based on remaining lives, score, raiders stopped, lives left, Retry, and Next. After the tenth victory, show a “MISSION COMPLETED” ending with total stars out of 30 and options for level select or play again.

At the top of the gameplay HUD show Gold, heart/lives, and Wave N/total. Put pause, speed x1/x2, and music mute controls on the right. Put a large “Start Wave 1”/“Next Wave” button at the bottom center. Levels begin with gold increasing by level from 240, each has 4–9 waves, and wave compositions become harder: raiders, faster runners, tough slow brutes, and occasional bosses in later/final waves. Each level scales enemy HP and reduces spawn gaps. The player may call the next wave manually; calling it while enemies or spawners remain grants an early-wave gold bonus of 10 plus 3 times the current wave number. If the player waits after a cleared wave, the next wave starts automatically after 12 seconds.

Place a varying number of glowing circular stone build pads beside the road, not directly on it. Pads pulse with a gold ring. Tapping/clicking a pad opens a bottom build panel with three buttons: Archer (70 gold, green), Cannon (110 gold, red), and Frost (90 gold, blue), plus close. Show a translucent circular range indicator around the selected pad. Towers occupy a pad and remove its build ring. Tapping an existing tower opens a panel with its name and level, Upgrade, Sell, and close. Towers can be upgraded to level 3. Upgrade costs are Archer 65 then 110, Cannon 90 then 150, Frost 70 then 120; upgrades increase damage/range and improve attack behavior. Selling refunds 60% of total invested gold.

Tower mechanics: Archer has range 3.3, fires every 0.55 seconds for 11 damage at the furthest-progressed target in range, and uses fast visible arrow projectiles. Cannon has range 3.0, fires every 1.7 seconds for 30 damage, launches a visible arcing dark cannonball, and deals splash damage within 1.3 world units. Frost has range 2.6, fires every 1.1 seconds for 5 damage to every enemy in range, applies a visible pale-blue slow ring, and slows enemies to 55% speed for about 1.6 seconds. Level upgrades add range, damage, splash, and stronger frost slow. Add build, upgrade, sell, arrow, cannon, frost, hit, explosion, coin, and wave feedback with particles, expanding rings, floating gold text, subtle screen shake, and soft synthesized sound effects.

Enemies should be small stylized low-poly horned raiders with colored bodies, skin-colored heads, metal cone helmets, horns, clubs, legs that visibly walk, and health bars above them. Raiders have 40 HP, speed 1.1, reward 7 gold, and cost 1 life; runners have 24 HP, speed 2.0, reward 6, and cost 1 life; brutes have 150 HP, speed 0.68, reward 16, cost 2 lives, are larger and carry shields; bosses have 1000 HP, speed 0.5, reward 120, cost 6 lives, are very large and dark with shields. Show enemy health bars and frost status rings. Enemies should stop and attack when blocked by the knight, otherwise continue along the road with slight lateral variation and walking animation.

Include a controllable blue-and-gold armored knight near the castle. The knight has a blue body, metallic head, gold plume and shield, white sword, a gold selection ring, and a blue health bar. Tap/click the ground to place a marker and send him there; clamp movement to the central map. Also support WASD/arrow-key movement. He automatically attacks nearby enemies with his sword every 0.65 seconds for 15 damage, blocks up to three enemies near him, and enemies deal contact DPS while blocked. The knight regenerates 8 HP/sec when not fighting, has 160 max HP, and respawns at the castle after being defeated for 7 seconds. Show a resting/death message while he is unavailable. Include contextual tutorial hints: tap to build, pick a tower, start the wave, and tap ground to move the knight, followed by rotating strategy tips about frost, cannons, upgrading, early waves, brutes, runners, and knight healing.

Support touch input and mouse clicks, with responsive safe-area-aware UI and large rounded buttons. Also support keyboard shortcuts: 1/2/3 build towers, U upgrade, X/S sell, Space starts a wave, WASD/arrow keys move the knight, P/Escape pause, M mute, F speed, H help, and Q/E cycle pads. Add pause and restart screens. Use warm rounded UI styling: cream cards, brown text, gold primary buttons, blue secondary buttons, green wave buttons, strong rounded shadows, and playful bold display typography. Include gentle looping synthesized ambient chord music, mute persistence, local progress persistence, floating combat text, wave toasts, victory/defeat sounds, and a subtle camera drift on menus.

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