Arcade › jjk tower defense
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jace Anderson built it with Cinevva, so it works on a phone or a tablet too.
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jjk tower defense was built by Jace Anderson 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 jjk tower 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.
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.
Rebuild a playable 3D browser game titled “jjk tower defense” (shown in-game as “Cursed Tower”), using an original supernatural anime-inspired theme rather than licensed character likenesses or assets. Use Three.js with a dark purple sci-fi/cursed-energy visual style, soft shadows, fog, glowing emissive materials, and a third-person orbit camera. The world should be viewed from above and behind a small humanoid cube avatar: a pale rectangular body and head, dark purple block arms, and a rotating glowing purple ring around its feet. The camera follows the avatar, can orbit horizontally and tilt vertically, and supports zooming between a normal distance and a closer distance. Create three connected modes/areas. The default Lobby is a circular dark-purple platform surrounded by decorative crystals and trees, with a large thin glowing purple ring on the ground. Place a blue glowing PLAY portal at the back and a purple glowing SUMMON portal to the right, each made from a circular pad, upright ring gate, and floating label. Also include a dark block labeled “Cursed Academy.” The player moves around this lobby and receives a centered prompt when close to a portal. Press E, or the mobile E action button, near PLAY to open the stage-selection panel; press E near SUMMON to enter the summon room. Returning from Play or Summon goes back to the lobby. The Summon room is a circular dark arena with purple crystals around its perimeter, a raised purple octagonal altar, and a floating glowing faceted orb labeled “Technique Summon.” Display a panel titled “Summon Units,” current lobby coins, a “Summon 50 Coins” button, a “Back to Lobby” button, the selected unit and last summon, and a roster of owned units. Begin with 140 lobby coins and the Common Straw Doll Striker owned. Each summon costs exactly 50 lobby coins and randomly selects from these five original cursed units using the listed chances: Common Straw Doll Striker (46%, silver color, icon 釘, build cost 28, range 4.4, damage 10, attack interval 0.58, ability Nail Volley, visually fast silver cursed nails); Rare Shikigami Wolf (28%, cyan, icon 狼, cost 38, range 5.0, damage 13, interval 0.82, Binding Bite slows enemies); Epic Black Flash Bruiser (17%, purple, icon 黒, cost 52, range 3.9, damage 28, interval 1.18, Black Flash has a 32% chance to multiply impact damage by 2.2); Legendary Limitless Adept (7%, gold, icon ∞, cost 68, range 6.8, damage 22, interval 1.0, Blue Pull slows enemies strongly); Mythic Domain Warden (2%, pink, icon 域, cost 85, range 5.6, damage 26, interval 1.45, Domain Pulse damages nearby enemies in an area). Newly summoned units are added to the owned roster and automatically placed into the first empty one of five equipment slots when possible. Provide an inventory button in the lobby where owned units can be equipped or unequipped into five slots. Show each unit’s rarity, ability, range, damage, and build cost, with rarity colors: pale gray Common, cyan Rare, violet Epic, gold Legendary, and pink Mythic. The stage-selection panel must offer exactly three stages, each with 15 waves: Jujutsu High (easy/training grounds, difficulty 0.78, starting stage money 155, spirit core HP 24, completion reward 85 lobby coins, purple ground/path); Shibuya (medium/crowded crossing, difficulty 1.0, starting money 135, core HP 22, reward 115, very dark gray-purple ground/path); and Dagon’s Domain (hard/ocean domain, difficulty 1.22, starting money 125, core HP 20, reward 145, deep blue ground and cyan-blue path). Lobby coins are persistent separately from stage money. Selecting a stage resets the run, places the avatar in the arena, and starts at Wave 1/15. The Play arena is a rectangular dark floor with a clearly segmented angular path: start at (-7,-4), travel right, turn upward, travel right, turn downward, then travel right to the spirit core at the far end. Use a glowing pale-pink faceted spirit core at the endpoint with a purple point light. Place six green hexagonal build pads beside the path; clicking/tapping an unoccupied pad places the currently selected equipped unit if the player can afford its build cost, changes the pad to a used gray-blue color, and creates a glowing cursed crystal tower with a colored focus/cannon, colored aura light, rotating halo, and translucent circular range ring. Towers automatically find the nearest enemy within their range, rotate toward it, and fire small glowing colored cursed-energy bolts at regular intervals. On impact, show a brief colored ring effect; implement each unit’s listed ability. Domain Pulse also damages nearby enemies within radius 1.55, and slowing abilities visibly reduce enemy movement speed temporarily. The Play HUD should show a top status panel with stage name, lobby coins, Wave (such as 1/15), Core HP, Money, and the selected unit rarity. At the bottom, show five clickable equipped-unit slots with icons and names; the selected slot has a white outline. Display a unit information card with rarity/name, ability description, range, damage, and build cost. During the build phase show Start Wave and Lobby buttons. Clicking Start Wave launches the wave; while a wave is running, the build panel is hidden. Give a separate “Start Final Boss” label for Wave 15. Each normal wave spawns 3 plus ceil(wave*0.75) enemies, with a short stagger between spawns. Defeating an enemy awards 8 stage money and increments kills; clearing a non-final wave awards an additional 35 stage money and advances the wave. Clearing Wave 15 awards the stage’s lobby-coin reward and displays a stage-cleared message. The run ends if the spirit core reaches 0 HP; leaking enemies damage it, then return the player to the lobby after a short defeat message. Use four enemy types with simple colorful geometric silhouettes, floating health bars, and original names: Fly Head (purple octahedral form, HP multiplier 1, speed 1.05, core damage 1), Mantis Curse (green cone form, HP multiplier 1.2, speed 1.18, damage 1), Lantern Curse (orange sphere, HP multiplier 1.45, speed 0.88, damage 2), and Special Grade Boss (large pink faceted/icosahedral form, speed 0.68, damage 6). Normal enemy base HP is 14 + wave*5, multiplied by stage difficulty and the type multiplier; the final wave contains one boss with 240 base HP multiplied by stage difficulty. Enemies follow the fixed path, show health-bar depletion, and the final boss is visibly larger. Controls: WASD or arrow keys move relative to the camera; dragging on the canvas or right side rotates/tilts the camera; mouse wheel or two-finger pinch zooms, capped at the normal maximum distance. On touch devices provide a left virtual joystick, a right-side drag look area/hint, and a circular E action button. Canvas clicks/taps in Play raycast against build pads. Use responsive overlay UI with translucent near-black/purple panels, thin violet borders, bold futuristic condensed typography, large touch-friendly purple buttons, and mobile-safe positioning. Keep the overall presentation grounded in a moody cursed-energy palette: near-black violet background, purple/cyan/pink/gold glows, geometric portals, crystals, trees, towers, enemies, and the compact HUD visible over the 3D scene.