Appearance
Arcade › Pathguard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. borrobod000 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pathguard yet. Play it, then tell borrobod000 what you would add next.
Pathguard was built by borrobod000 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 Pathguard 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.
Create a phone-friendly single-lane 3D top-down tower-defense game titled “Pathguard.” Use Three.js or an equivalent real-time 3D engine with a fixed perspective camera positioned above the board and looking toward its center; the camera should show a dark green rectangular battlefield with a subtle square grid, a winding tan/gray road, tower build pads beside the road, and a glowing blue base crystal at the road’s endpoint. Use simple stylized 3D geometry only: beveled/low-poly-looking cylinders and spheres for towers, boxy colored enemies with a small bright eye, a faceted glowing octahedral base core, and scattered dark green rocks around the perimeter. Lighting should be moody and soft with shadows, a deep navy background/fog, cyan/blue emissive highlights, and translucent dark glass HUD panels with rounded borders. Keep the camera fixed and make the layout work on mobile portrait screens. Core loop: begin with60 cash, 20 lives, wave 0, no enemies, and Dart Tower selected. The player buys/selects a tower from the bottom shop, then taps/clicks an unoccupied glowing circular build pad to place it. Press “Start Wave” to launch the next enemy wave. Enemies spawn at the beginning of the road and travel through the fixed path: from (-8,11) down to (-8,4), right to (6,4), down to (6,-3), left to (-5,-3), down to (-5,-10), then right to the base at (9,-10). Towers automatically target the enemy furthest along the path that is within range and fire projectiles at it. Enemies that reach the base remove one life; killed enemies award their listed cash reward. When all enemies in a wave are defeated and the spawn queue is empty, award a wave-clear bonus and allow the next wave. At zero lives, stop gameplay, show a game-over message and reveal “Restart.” Place 12 circular pads at these world coordinates: (-11,7), (-4.5,8.5), (1,7.5), (8.8,8.6), (9.2,1), (1.5,0), (-10.8,1.5), (-1.2,-6.2), (3.2,-6.2), (-8.5,-12.5), (0,-12.6), and (8.2,-13.4). Tapping an occupied pad should report that it is occupied. If the player has insufficient cash, report the required cost. Include “Cancel Build” to clear the current tower selection. Include a Sell Mode shop button: after selecting it, tapping a built tower or its pad removes that tower and refunds half its original cost; empty pads should report that there is nothing to sell. Implement three tower types with these exact properties and distinct simple visuals: Dart Tower costs $60, range 4.6, fires 1.8 shots/second, damage 14, projectile speed 18, cyan/light-blue head and dark blue base; Cannon costs00, range 5.6, fires 0.7 shots/second, damage 38, projectile speed 12, orange head and brown base, with a larger head/barrel; Frost costs $85, range 4.4, fires 1.1 shots/second, damage 10, projectile speed 15, pale cyan color and teal base, and each hit slows the enemy by 45% for 1.2 seconds. Show a subtle circular range halo around a tower when its pad is hovered, and show tower pads as brighter/expanded glowing circles when a valid tower is selected; use red-tinted pad feedback for unaffordable placement and sell mode. Waves should scale exactly as follows. For wave N, create 6 + 2N basic enemies, plus max(0,N-1)*2 fast enemies, plus max(0,N-2) tank enemies, and mix their order. Basic enemies have health 42+8N, speed 2+0.06N, reward2, red/pink color, size 0.72. Fast enemies have health 28+6N, speed 3.15+0.09N, reward4, yellow color, size 0.58. Tank enemies have health 110+16N, speed 1.45+0.04N, reward2, green color, size 0.95. Spawn the queue roughly every max(0.2, 0.75-0.025N) seconds, starting after a short delay. Display the total remaining enemies as active enemies plus queued enemies. Enemies should visibly shrink vertically as health falls and receive impact ring effects when hit or destroyed; projectiles should be small glowing colored spheres. The base core should rotate continuously and pulse when an enemy leaks through. HUD requirements: overlay the game with a top translucent panel showing CASH, LIVES, WAVE, and ENEMIES values; a top control area with Start Wave, Cancel Build, and hidden-until-game-over Restart buttons; a centered translucent message panel explaining the current action/status; and a bottom translucent shop with four buttons/cards: “Dart Tower $60 — Fast shots, cheap starter,” “Cannon00 — Heavy damage, slow reload,” “Frost $85 — Slows enemies and chips them down,” and “Sell Mode — Tap a built tower to refund half its cost.” Highlight the selected shop card with a cyan border, use gold for costs, muted blue-gray descriptions, and disable Start Wave during a wave or after game over. Use touch/click pointer interactions, prevent accidental HUD/world overlap, and make all controls large enough for phone use. Provide restart behavior that fully clears enemies, towers, projectiles, effects, resets cash/lives/wave and returns to the initial build state.More free browser games