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Iron Trench

  • 3d
  • tower-defense
  • wave-defense
  • top-down
  • shooter
  • low-poly
  • mobile-friendly
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. Justin Marker built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Trench yet. Play it, then tell Justin Marker what you would add next.

Make your own game

Iron Trench was built by Justin Marker 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 Trench 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 Trench

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-based 3D top-down/tactical wave-defense game titled “Iron Trench.” Use a Three.js-style low-poly procedural aesthetic with a dark muddy WW1 battlefield fused with medieval crusader fortifications and demonic horror. The camera is a perspective tactical camera looking down from behind and above the player, centered on the player, with adjustable zoom; it should show a broad muddy no-man’s-land, trenches, bunker, portal, enemies, and defensive positions. Use warm sepia/bronze lighting, dark brown fog, rough procedural mud/wood/cloth textures, glowing orange-red effects, and blocky geometry. The game must be playable on desktop and mobile.

Start with a full-screen start overlay: dark translucent background, centered dark panel with a thin gold border and rounded corners, large gold “IRON TRENCH” heading, the subtitle “Hold the cursed front line: WW1 mud, medieval walls, and demons pouring out of no-man's-land.”, control instructions, and a red “Defend the Trench” button. The instructions should explain WASD/arrow movement, mouse or touch aiming, click/Space/FIRE machine-gun shooting, T to spawn troops, U to upgrade the trench, Y or 1/2/3 to select troop type, and mouse wheel or +/- zoom. On mobile show a translucent virtual joystick at lower left, a large circular red FIRE button at lower right, centered SPAWN TROOP, UPGRADE TRENCH, and TYPE buttons, plus + and − zoom buttons near the upper right.

Build the battlefield as a large muddy ground plane with a long horizontal main trench around z=14, branch trenches to the left and right, plank floor sections, repeated timber/log revetments, and a command bunker at the rear around z=23–28 with wooden back and side walls and stacked supply crates. Put old medieval wall segments along the forward trench line around z=9.8. Place multiple lanes of barbed wire made from posts and thin wire across the no-man’s-land, plus many dark shell craters. Put a glowing orange-red rune/torus hell portal far forward at approximately z=-58, with a point-light glow; demons spawn there and advance toward the bunker. Add three fixed automated machine-gun nests at approximately (-19, 10.8), (0, 7.7), and (19, 10.8), each with a low-poly steel circular base, shield, and forward barrel. They automatically target nearby demons and fire tracer rounds.

The player is a blocky trench soldier starting near (0, 0, 11), with separated legs and boots, textured coat, belt, head, steel helmet and brim, and a forward machine gun. The player moves with WASD/arrow keys or the mobile joystick, is constrained to the battlefield, faces the mouse/touch aim point, and shoots continuously while click/Space/FIRE is held. Aim by raycasting the pointer onto the ground; display a gold circular crosshair at the pointer. Player shots consume ammo, have slight spread, visible bright tracers, and damage demons. If ammo reaches zero, show “RELOADING” and refill after roughly 1.25 seconds. Start with 80 ammo; at the beginning of each wave refill ammo based on wave, capped around 160.

Implement repeating enemy waves. On starting, show “HOLD THE LINE,” then launch wave 1 after a short delay. Each wave announces “WAVE N” and spawns 9 + 4*N demons in staggered intervals from three lanes near the portal, with varied x positions and increasingly strong/faster demons. Every fourth wave’s final demon is a larger boss/brute. Demons should be low-poly red/dark creatures with scarred torso, glowing chest rune, dark head, bright yellow eyes, fangs, curved pale horns, long arms, claws, hoof-like legs, tail with spike, and torn wings. Normal demons have roughly 70 + 8*wave HP and speed around 3–4 plus a wave increment; bosses are larger, have about 190 HP, are slower, have a larger collision radius, and hit harder. Demons path toward the player, nearby allied troops, or the command bunker. They attack at close range with timed orange impact bursts; demons that reach the bunker damage base health and are removed. If the player health or command bunker/base health reaches zero, stop gameplay and show “THE LINE HAS FALLEN.”

The player has 100 HP and the command base starts at 100 health. Display an always-visible top HUD in a dark translucent rounded panel with thin gold outline and cream text showing Wave, Demons remaining, Base, Ammo, Kills, Supplies, Troops, Trench level, and selected Type. Show temporary centered gold messages for wave announcements, deployments, reloads, bunker hits, and failures. Killing a demon increments Kills and awards one supply. Begin with 6 supplies.

Allow deployment of three selectable low-poly troop types. Cycle with Y or the TYPE button, or select with 1/2/3. Riflemen cost 3 supplies, have about 55 HP, damage 16, range 25, and fire about every 0.42 seconds; use green cloth coats and bolt-action rifles with wood stocks, metal barrels, bolts, and bayonets. Gunners cost 6, have about 70 HP, damage 13, range 31, and fire rapidly about every 0.18 seconds; use blue-gray coats, drum magazine, and ammo box. Crusaders cost 5, have about 120 HP, damage 34, short range 7, and fire about every 0.72 seconds; use brown/gold armor styling, a sword, crossguard, and large tower shield, serving as close-range blockers. Spawn troops in rows near the player inside the trench; they hold their assigned posts, return to those posts if displaced, automatically target the closest demon in range, rotate toward it, shoot visible tracers, and can be killed by demons. Display a deployment message and disable/fade the spawn button when supplies are insufficient.

Implement a trench upgrade button/key U. Upgrades spend a rising cost starting at 8 supplies, then increasing by 5 per level. Each upgrade increases trench level, maximum base health by 25, restores up to 30 base health, grants ammo, improves turret damage/range/fire rate, improves existing and future troop durability/damage/range/fire rate, and visually adds successive wooden/sandbag-like defensive lines and barbed wire closer to the enemy. Trench levels slow demons in the central trench region. Show the current trench level and upgrade cost in the HUD.

Use continuous combat simulation: projectiles move rapidly with friendly shots able to hit demons, enemy tracers and friendly tracers visible briefly, hit explosions expanding and fading, turrets and troops automatically firing, and wave progression beginning after all demons are gone with a several-second inter-wave pause. Include accessible responsive HTML/CSS UI with pointer/touch events, keyboard controls, mobile joystick, and mouse wheel zoom. Maintain game state for started/paused/gameOver, wave, demon/allied counts and troop type counts, selected troop, kills, ammo, supplies, troop cost, trench level, upgrade cost, max/base health, camera zoom, player position/HP, aim point, and turret positions so it can be inspected or adjusted externally.

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