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Pathguard TD

  • 3d
  • tower-defense
  • strategy
  • arcade
  • endless
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pathguard TD yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Pathguard TD was built by Oleg Sidorkin 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 TD 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 Pathguard TD

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 3D tower-defense game titled “Pathguard TD,” using a clean toy-like low-detail style and a dark twilight presentation. Use a Three.js-style perspective camera looking obliquely down at a centered rectangular 14-by-10 square grid board, with orbit-camera controls: left mouse drag rotates, mouse wheel zooms, and right-drag pans. Keep the ground and board visible against a deep navy background with a subtle twilight/equirectangular skybox if available. Add soft cool hemisphere lighting and a directional light for readable simple 3D forms.

The board is a 14 columns by 10 rows grid, with each cell 1 world unit. Center it around the origin. The floor/buildable cells are very dark blue, with thin blue grid lines. Mark this exact fixed enemy route with slightly raised green-teal tiles, and do not allow towers on those tiles: (0,2)→(1,2)→(2,2)→(3,2)→(4,2), then down through (4,3)→(4,4)→(4,5), then right through (5,5)→(6,5)→(7,5)→(8,5), then up through (8,4)→(8,3)→(8,2), then right across (9,2)→(10,2)→(11,2)→(12,2)→(13,2). Put a small green cylinder marker at the route’s start and a small red cylinder marker at its end. Enemies enter at the first path tile and travel continuously along the route in order, interpolating between tile centers.

The player starts with Wave 1, 50 coins, 20 lives, no active enemies, and no towers. Before and between waves, clicking a valid empty non-path grid cell places one basic tower for 25 coins. Show a translucent hover tile under the mouse, colored green when the cell is buildable, affordable, and the game is running, and red otherwise. Reject path cells, occupied cells, out-of-bounds positions, insufficient funds, and placement after game over, with a brief centered feedback message.

Build each basic tower as a small stylized lavender/periwinkle two-part cylinder: a wider short cylindrical base and a smaller raised cylindrical head. Towers have range 3.1 cells, fire every 0.42 seconds, and deal 1 damage. They automatically choose the nearest enemy within range, rotate their head toward it, and fire small bright cyan glowing spherical projectiles across the ground-level plane. Projectiles travel at 8.5 world units per second and disappear on impact or when their calculated lifetime expires. Enemies are small golden-yellow spheres. Each enemy has hit points but no health bar; flash red briefly when hit. Killing an enemy awards 5 coins.

Use endless waves. Press Space to start the current wave only when no wave is active; display a centered “Wave N started” message. Wave N contains 6 + floor(1.8*N) enemies, each with 2 + floor(0.6*N) HP and speed 1.15 + 0.06*N tiles per second. Spawn one at a time every max(0.22, 0.55 - 0.015*N) seconds. When all enemies have spawned and all are dead, clear the wave, award 10 coins, increment the wave number, and prompt the player to press Space for the next wave. Enemies that reach the red endpoint are removed and cost one life. When lives reach zero, stop the simulation and show “GAME OVER” with “Press R to restart.” Press R at any time to remove all entities and reset to the initial Wave 1, 50 coins, 20 lives state.

Overlay a fixed top-left HUD in a translucent dark navy rounded panel with a subtle blue border and light text. Show four rows with left labels and right-aligned values: “Wave,” “Coins,” “Lives,” and “Alive,” where Alive is the current number of enemies. Under them show a compact controls hint equivalent to: mouse drag rotates, wheel zooms, right-drag pans, F or double-click frames the board, click builds (25), Space starts wave, R restarts. Center temporary toast messages over the play area for startup instructions, placement errors/success, wave start, wave clear, and game over. Include an F key and double-click action that repositions the camera to frame the whole 14-by-10 board with padding, preserving an oblique angle and keeping the board in view on different aspect ratios. Use subtle responsive resizing.

Add lightweight synthesized feedback sounds after the first user interaction: a soft tone for building, firing, hits, kills, wave start/clear, and a noise cue for invalid placement or an enemy reaching the end. Keep the visual language restrained: navy background, dark blue build grid, teal path, lavender towers, gold enemies, cyan projectiles, and translucent navy UI with pale blue-white typography.

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