Skip to content

Arcade › Pawline Siege

Pawline Siege

  • 2d
  • tower-defense
  • lane-defense
  • side-scrolling
  • strategy
  • cartoon
  • cats
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Callen Sinkfield built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pawline Siege yet. Play it, then tell Callen Sinkfield what you would add next.

Make your own game

Pawline Siege was built by Callen Sinkfield 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 Pawline Siege 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 Pawline Siege

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.

Recreate "Pawline Siege" as a responsive 2D HTML5-canvas side-scrolling lane-defense game with a DOM HUD overlay. The player defends a friendly cartoon cat base on the far left of a long horizontal battlefield (world width about 2200) while enemy creatures enter from the far right and march left toward it. The single lane is set outdoors: a bright blue-to-pale sky gradient, sun and soft white clouds, layered green parallax hills and bushes, a light-green ground strip, and a tan road/lane band with dashed pale-yellow center markings. Use a cheerful, rounded cartoon style with thick dark-blue outlines, cream translucent panels, soft shadows, rounded corners, and emoji-like/iconographic units.

At first load, show a large centered cream modal titled "Pawline Siege" with the instructions "Protect the cat base, buy units with regenerating money, and destroy the monster den on the right." and a green "Start Battle" button. The modal covers the center of the battlefield, while the HUD and bottom controls remain visible. Starting the battle initializes the cat base to 1000/1000 HP, enemy base to 1200/1200 HP, and money to 250/1200.

The left base is a smiling cream cat-shaped building with a triangular orange roof/ears and a small CAT sign; the right enemy den is a dark reddish-brown monster-faced building with jagged roof/ears and an angry face. Give both bases small in-world HP bars. Cats spawn near x=235 and face/move right; enemies spawn near x=1965 and face/move left. Units automatically walk until an opposing unit or opposing base is within their attack range, then stop and attack automatically. Melee attacks apply damage directly; ranged attackers launch visible colored orb projectiles that travel to their target. Draw unit HP bars above every unit, bobbing movement animations, attack arcs, shadows, hit flashes, impact sparks, defeat poofs, floating reward text, and a screen shake on heavy impacts/cannon fire.

Implement four deployable cat buttons at the bottom, each spending money and having its own cooldown. Show an icon, name, cost, and a dark cooldown overlay on each button; disabled buttons are dimmed. Use these exact stats and roles: Paw Cat, cost 75¢, HP 86, damage 13, range 30, attack interval 0.78 seconds, speed 72, melee, cheap fast basic front-line swarmer; Tank Cat, cost 150¢, HP 285, damage 7, range 27, attack interval 1.55 seconds, speed 42, melee, slow high-health blocker; Ninja Cat, cost 220¢, HP 125, damage 30, range 36, attack interval 0.58 seconds, speed 96, melee, fast fragile damage dealer; Mage Cat (internally the wizard unit), cost 350¢, HP 105, damage 48, range 185, attack interval 1.65 seconds, speed 52, ranged, long-range sparkle attacker. Their visual differences should match the code: basic cream/orange Paw Cat, blue-accented Tank Cat, dark ninja headband Ninja Cat, and purple pointed-hat Mage Cat.

Enemies must use these exact types and stats: March Imp, HP 90, damage 11, range 27, attack interval 1.05 seconds, speed 38, melee, reward 36¢; Grumble Boar, HP 210, damage 20, range 31, attack interval 1.3 seconds, speed 30, melee, reward 74¢; Bubble Bat, HP 72, damage 16, range 95, attack interval 1.35 seconds, speed 48, ranged, reward 45¢; Snack Ogre, HP 520, damage 35, range 38, attack interval 1.8 seconds, speed 20, melee, reward 150¢. Render enemies as simple outlined colored cartoon creatures: red/pink imp-like creatures, brown boar-like creatures, purple bats with broad wings, and a larger green ogre with pale side bumps. On enemy defeat, remove it, award its exact reward to money (up to the 1200 cap), show floating "+N¢", and play a poof effect.

Use the scripted enemy wave timings: March Imps at 1.5, 4, and 7 seconds; a Grumble Boar at 11; Imps at 14 and 16.5; Bubble Bat at 21; Boar at 24.5; Imp at 27; Imps at 31; Boar at 35; Bat at 39; Ogre at 45; Imps at 48 and 50; Boar at 54; Bat at 58; Ogre at 62. After 66 seconds, continue light pressure approximately every 5 seconds, selecting mostly Imps with occasional Boars/Bats. Money regenerates continuously at 42¢ per second until the 1200 cap. Unit purchase is rejected if unaffordable or that unit is cooling down. The cannon is a separate bottom control with a lightning icon, starts ready, and has a 38-second recharge. When fired, it emits a bright horizontal blue-white beam across the lane, shakes the screen, and deals 175 damage to every enemy currently on the battlefield; show a "Cannon xN!" floating message, or "No target!" if none exist.

The fixed responsive HUD should use rounded cream panels with dark-blue text and meters. Across the top show Cat Base HP with a green meter, Money with a yellow meter, Enemy Base HP with a red/orange meter, and Level Push with a blue/purple meter and percentage. On narrow screens arrange the top panels in two columns with the money/progress stack spanning the width as appropriate. At the bottom center show the four unit buttons plus the Cannon button. Include a small hint on larger screens: "Tap cats to deploy • drag the battlefield to scout • cannon hits the whole lane". The Level Push percentage should reflect the actual battle state: enemy base damage contributes 65% and the cat advance toward the enemy base contributes 35%, with the resulting value shown as a percentage.

Support mouse and touch: tap unit controls to deploy, tap the charged cannon, and drag the canvas horizontally to scout the battlefield. Dragging temporarily takes manual camera control; otherwise smoothly follow the opposing fronts. Also support keyboard fallback: 1/2/3/4 deploy Paw/Tank/Ninja/Mage, Space fires the cannon, R restarts, and Left/Right arrows pan the camera. When either base reaches zero, stop gameplay and show a centered modal: on cat victory, title "Victory!" and body "The enemy den is down. Your cats held the lane and won the level."; on defeat, title "Base Lost" and body "The creatures reached your cat base. Try cheaper cats early, then save for the cannon." Both use a restart/play-again button. Preserve the clean no-build-step structure: index.html, game.js, canvas rendering, responsive CSS/DOM HUD, and exposed game state/debug hooks if desired.

More free browser games

Browse the whole Arcade →