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Iron Meridian

  • 3d
  • tower-defense
  • strategy
  • real-time
  • military-sci-fi
  • tactical
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. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Meridian yet. Play it, then tell Albert Brownlee what you would add next.

Make your own game

Iron Meridian was built by Albert Brownlee 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 Iron Meridian 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 Iron Meridian

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 dark, polished 3D real-time tower-defense game titled “IRON MERIDIAN,” presented as a tactical command-network vertical slice. Use a Three.js-like perspective camera over a rectangular 42x30 battlefield: a muted charcoal/green tactical ground plane with a subtle 2-unit grid, two parallel branching brown-gray supply roads entering from the left and winding toward a glowing teal Meridian Core on the right. Scatter low-poly trees and rocks around the perimeter, add fog, dramatic cool teal ambient lighting plus warm directional sunlight, shadows, metallic materials, and a restrained military sci-fi palette of near-black blue-green, teal, pale gray, gold, and red. The battlefield should be viewed from an elevated angled perspective and support camera panning by dragging and zooming with the mouse wheel; keep the core visible as a faceted cylinder with a luminous ring.

The core game loop is to select a deployable unit from the lower-left “DEPLOY UNITS” panel, then tap an unoccupied circular deployment pad on the 3D map. Deduct the unit’s credit cost, mark the pad occupied, and place a simple low-poly tower made from a dark cylindrical base, colored box body, and dark barrel; radar and command units additionally show a circular dish. The player starts with 420 credits and 20 core integrity/lives. Enemies spawn in waves at the left ends of either route, follow the roads through their waypoints toward the core, and reduce core integrity if they reach the end. Towers automatically target enemies within range and fire visible colored projectile spheres; impacts create expanding ring effects. Destroyed enemies award credits and score. Provide a pause/resume control, a “START WAVE” button, and a “COMMAND” button to reopen the menu. The mission has 12 waves, with a final enemy commander spawned on the final wave. Show threat as LOW before wave 4, ELEVATED before wave 8, and CRITICAL from wave 8 onward, plus a wave progress bar.

Expose these 12 actual frontline unit choices with their visible names, roles, prices, colors, ranges, damage, and fire intervals: Rifle Squad (steady DPS, 90 credits, range 4.4, 8 damage, 0.65-second interval); HMG Team (crowd control, 120, range 4.7, 5 damage, 0.18); Sniper Cell (long range, 150, range 7.5, 42 damage, 1.8); AT Section (anti-armor, 145, range 5.5, 75 damage, 2.2); SAM Battery (anti-air, 170, range 6.2, 55 damage, 1.2, targets air only); Mortar Team (area damage, 160, range 5.8, 30 damage, 1.5); Main Battle Tank (armor breaker, 230, range 5.6, 92 damage, 1.7); Radar Station (detection + buff, 130, support/no attack); Heavy Bunker (base defense, 190, range 3.7, 16 damage, 0.42); Rocket Artillery (siege salvo, 260, range 8, 125 damage, 3.5); Recon Drone (mark + air, 210, range 6.8, 35 damage, 1.1); and Command Post (economy + buffs, 250, support/no attack). A selected unit button should be highlighted and a readout should show its role, cost, range, and damage or support utility. Display an “Insufficient credits” toast when appropriate and deployment confirmation toasts when successful.

Use these enemy types and behavior: Assault Infantry/grunts (85 HP, speed 1.2, reward 10), Heavy Carriers (260 HP, speed 0.65, reward 22, armor), Siege Tanks (720 HP, speed 0.42, reward 55, armor), Attack Drones (130 HP, speed 1.1, reward 28, airborne), Specter Units (180 HP, speed 1.35, reward 32, stealth), Repair Walkers (360 HP, speed 0.55, reward 42, repair nearby allies), and an Enemy Commander (1100 HP, speed 0.35, reward 120, boss). Wave spawning should progressively mix heavier units: regular grunts and heavies at first, drones from later waves, stealth units from later waves, tanks from wave 8 onward, and the commander on wave 12. Towers must respect air targeting restrictions, while most ground weapons should ignore airborne enemies; the Recon Drone can engage air. Scale enemy HP with wave number and use distinct simple geometric low-poly silhouettes and muted unit colors.

Build the fixed HUD as translucent glassy dark panels with thin blue-gray borders and rounded corners. Across the top show IRON MERIDIAN, CREDITS, CORE, WAVE (0/12 initially), THREAT, and PAUSE/COMMAND buttons. At lower right show “MISSION CONTROL,” mission name “01 // GREENLINE OUTPOST,” subtitle “Hold the southern supply road,” START WAVE, progress bar, a hint about adaptive threat/air assets, and objectives: PRIMARY Keep the Meridian Core online; OPTIONAL Finish with 12+ core integrity; REWARD 180 XP · Tactical Doctrine. At lower left show the 12-unit three-column deployment grid. Use uppercase condensed/technical labeling, teal section headers, gold eyebrow text, pale text, muted gray descriptions, and teal/gold status accents.

On initial load, open a full-screen command overlay over a radial dark teal gradient. The centered rounded dossier panel should say “STRATEGIC COMMAND NETWORK // BUILD 0.9,” large “IRON” in pale gray and “MERIDIAN” in teal, and describe commanding the Meridian Defense Initiative across a 20-mission campaign, with data-driven towers, progression, skirmish rules, and a local 1v1 combat simulator. Include four large options: CAMPAIGN (20 operations · unlock doctrine), SKIRMISH (Custom battle · 5 difficulties), 1V1 // LOCAL BOT (Competitive architecture preview), and TECHNOLOGY (50+ units · 3 upgrade paths), plus a current-operation card for “01 // Greenline Outpost” describing defense of a two-route supply road through wetland foothills, economy building, covering the split, and preparing for airborne raiders; show Recruit, 1 Command Level, 0 XP badges and a DEPLOY TO BATTLE button. Include a command dossier showing Maps unlocked 3 / 20, Units catalogued 50+, Achievements 6 / 30, and Commander doctrine Balanced.

Make the overlay interactions functional: Campaign opens a 20-operation mission list with the first three unlocked and later operations visibly locked, listing theater/environment and wave counts; selecting an unlocked mission updates the mission label and shows a toast. Skirmish opens selectable Recruit, Regular, Veteran, Elite, and Nightmare difficulties plus the shown parameters (420 starting resources, 12 waves, 1x speed, Dynamic threat) and a launch button. The local 1v1 screen should visibly describe deterministic BOT // HAWK-7, Crossfire Delta, a 15:00 timer, Bronze III, and a FIND MATCH button, but it may remain an architecture-preview interface. Technology should list the catalog’s units and show FIREPOWER, SURVIVABILITY, and NETWORK doctrine paths, with the first 12 marked READY and later entries LOCKED. Persist basic difficulty/XP/level data locally, and keep the clean responsive layout usable on narrow screens.

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