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Garden Guard

  • tower-defense
  • strategy
  • isometric
  • arcade
  • browser
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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. Filip Bucko built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Garden Guard yet. Play it, then tell Filip Bucko what you would add next.

Make your own game

Garden Guard was built by Filip Bucko 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 Garden 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 Garden 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 browser-playable minimalist isometric tower-defense game titled “Garden Guard.” Render the playfield on a full-screen HTML canvas against a very dark navy background (#07131b), with a fixed, top-down/isometric projection rather than a moving camera. The central garden is a flat dark teal rectangular plot outlined in a brighter teal. A thick rounded brown dirt path with a thin lighter center stripe zigzags across the plot through these world-space waypoints: (-9,-5) to (-5,-5) to (-5,-1) to (-1,-1) to (-1,3) to (4,3) to (4,-2) to (9,-2). Enemies enter at the first waypoint and travel along the complete path to the final waypoint; if they reach the end, they damage the garden and are removed.

The player starts with 30 lives, 650 coins, score 0, and wave 0 out of 20. The main objective is to build defenses beside the path, start successive enemy waves, survive all 20 waves, and earn a victory state after wave 20. Do not allow towers on the path, outside the garden bounds, or too close to another tower. Convert clicks on the isometric canvas back into world coordinates and snap placements to integer tiles. Show toast messages for invalid placement (“Place beside the path,” “That tile is occupied,” “Not enough coins”) and successful placement.

Provide four selectable tower types in the bottom HUD: Dart for 
50, Frost for $325, Bomb for $450, and Sniper for $550. Visually draw each tower as a small stylized garden-guard figure: a dark oval shadow, a colored trapezoid body, and a dark round head. Use tower colors yellow (#ffd36e) for Dart, pale cyan (#8be9ff) for Frost, coral (#ff8a72) for Bomb, and lavender (#d4a7ff) for Sniper. A selected tower displays a circular range indicator in its tower color. Towers initially have these exact stats: Dart range 3.7, firing interval 0.58 seconds, damage 1; Frost range 3.3, interval 0.9 seconds, damage 1; Bomb range 4, interval 1.25 seconds, damage 3; Sniper range 8.5, interval 1.8 seconds, damage 7. Towers automatically target the enemy furthest along the path within range and fire visible colored projectile dots toward it. On impact, Dart and Sniper deal their normal damage; Frost also slows the target’s speed by multiplying it by 0.82; Bomb deals its damage to the target and 60% of that damage to all other enemies within 1.25 world units. Allow clicking an existing tower to inspect/select it. Show its type, level, damage, and range in the hint area, and enable Upgrade and Sell controls. Upgrade cost is floor(base tower cost * (0.7 + level * 0.35)); each upgrade increases level by 1, adds the tower’s base damage, adds 0.45 range, and multiplies its firing interval by 0.86. Selling returns floor(base cost * 0.6 + level * 80). Show appropriate insufficient-funds feedback. Waves are started with a Start Wave button. Only one wave can run at a time. Wave N creates 7 + N enemies, released about 0.55 seconds apart. Every fourth queued enemy is fast, and every eleventh enemy is a boss only when the wave number is divisible by 5 (apply the boss condition as the queue logic priority). Normal enemies have health 4 + wave and speed 0.032; fast enemies have health 2 + floor(wave * 0.5), speed 0.055; bosses have health 28 + wave * 4, speed 0.018. Draw enemies as simple colored rounded/elliptical creatures on the path: normal mint green (#83e6b0), fast yellow (#ffd36e), boss pink (#ff6b87), with two dark eyes and a small horizontal health bar above them, whose red fill represents current health. Normal enemies are worth 20 coins/score, fast 35, and bosses 150. When a wave is fully cleared, award 100 + wave * 10 coins and show “Wave cleared + bonus.” When an enemy reaches the end, subtract 1 life, or 5 for a boss; when lives reach zero, stop the game and show “The garden fell” / “Game over.” After wave 20, present “Victory!” on the start control. Include a fixed translucent HUD styled as rounded dark teal panels with teal borders and subtle shadows. Along the top show: “🌿 Garden Guard,” hearts/lives, coins, “Wave N/20,” score, and a status reading “Build your defense,” “Defend the garden,” “Game over,” or the appropriate victory state. Along the bottom show the tower selection panel with the exact four buttons and prices, plus a control panel containing Start Wave, a speed toggle cycling 1×, 2×, and 3×, Upgrade, Sell, and Reset. Disable Upgrade when no tower is selected or funds are insufficient, and disable Sell when no tower is selected. Use clear responsive layout for desktop and mobile. Keep the art flat, clean, geometric, and low-detail with rounded strokes and a limited dark teal, brown, mint, coral, yellow, cyan, and lavender palette. There are no character movement controls; gameplay consists of selecting tower types, clicking beside the path to place them, clicking towers to manage them, starting waves, and changing simulation speed.

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