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Protect the Town

  • 3d
  • tower-defense
  • strategy
  • arcade
  • wave-based
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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. Cristi o built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Protect the Town yet. Play it, then tell Cristi o what you would add next.

Make your own game

Protect the Town was built by Cristi o 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 Protect the Town 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 Protect the Town

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 lane tower-defense game titled "Protect the Town". Use a stylized low-poly, softly lit Three.js-like presentation with an elevated perspective camera looking down a long rectangular meadow. The background is a pale blue sky with matching light fog. A large green grass/forest clearing fills the play area, with a wide tan dirt path running straight along the Z axis from the forest edge in the foreground toward a fortified town gate at the far end. Place several chunky low-poly dark-green faceted trees with brown trunks around both sides of the meadow. At the far end, build a broad beige stone fortress/castle wall spanning the path, including crenellated wall sections and square towers on the left and right; add a simple brown gate across the entrance. Use soft shadows, ambient hemisphere lighting, and warm directional sunlight.

This is a five-wave tower-defense game. The player protects the fortress from enemies traveling down the central path: enemies spawn near the far/forest end at approximately z=9.2, move toward the fortress at the opposite end at z=-8.7, and damage the fortress if they reach the gate. Spawn each wave only when the player presses Space or clicks the upper-right "Call Wave" button; do not allow another wave to start while one is active or after game over. Wave number begins at 0/5, then waves 1 through 5 contain 4 + wave number*2 enemies, spawned about 0.42 seconds apart. Enemies are simple low-poly rectangular block creatures in one of three colors/types (dark red, slate blue, or brown), with randomized type and slight side-to-side motion. Each enemy starts with 30 + wave*8 health, moves at 0.6 + wave*0.08 units/second, and deals 10 + wave*2 fortress damage on reaching the gate. Destroyed enemies reward 10 + type*3 gold. The fortress begins with 100 health; reaching zero produces defeat. Clearing all enemies in wave 5 produces victory.

Place five stationary stylized hero defenders around the path in a loose arrangement: Robin Hood at approximately (-4,0,2), Merlin at (-1.8,0,-1.2), Vlad at (1.8,0,-1.2), Mulan at (4,0,2), and Aladdin at (0,0,4.4). Each should be a simple low-poly character on a dark brown octagonal circular base: a colored cylindrical body, a peach spherical head, and a small angled gray weapon. Use these body colors: Robin Hood green, Merlin purple, Vlad dark crimson, Mulan red-orange, and Aladdin gold. Heroes automatically target the nearest living enemy within their individual range and fire automatically on cooldown. Represent attacks as small glowing colored spherical projectiles that travel visibly toward their target. Robin Hood fires rapid mint-green shots (range 6, cooldown 0.42 seconds, damage 12); Merlin fires purple splash shots (range 7, cooldown 1.25 seconds, damage 25, and on impact also damages other enemies within 1.2 units for 45% damage); Vlad fires orange-red bolt shots (range 4.5, cooldown 0.7 seconds, damage 19); Mulan fires orange-red piercing-style shots (range 5, cooldown 0.85 seconds, damage 22); Aladdin fires gold shots (range 8, cooldown 1.7 seconds, damage 35). Projectiles should disappear on impact or if the target dies.

Give the player 120 starting gold. Each hero begins at level/star count 1. Upgrading a hero spends that hero's current cost, increases stars by 1, increases damage by 8, increases range by 0.35, increases the upgrade cost by 20, and briefly enlarges/flashes the hero. Damage dealt should scale by 1 + stars*0.15, and attack cooldown should improve by dividing the base cooldown by 1 + stars*0.08. The five upgrade cards are clickable and also selectable with number keys 1 through 5. Show these cards in a bottom-centered row, each with a colored border, hero number/name, star count, attack pattern label, a small gold progress bar based on stars, and text such as "Upgrade 30g". The exact initial upgrade costs are Robin Hood 30, Merlin 40, Vlad 35, Mulan 35, and Aladdin 50. Do not permit upgrades without enough gold or after game over.

Build a clear HTML HUD over the 3D scene. In the upper-left, show a dark translucent green rounded panel with a gold border and the title in cream/gold serif type, plus stats: "Wave 0/5", "Gold 120", and "Fortress 100". In the upper-right, show a brown-red rounded "Call Wave" button with a gold border; while a wave is running its label changes to "Wave in progress". Near the top center, show a pale cream rounded hint pill reading "Press Space or tap Call Wave • 1–5 upgrade heroes • R restart". Use a dark green/cream/gold medieval-fairytale UI palette matching the scene. When the player wins or loses, show a centered dark translucent modal with a gold border, cream heading ("Victory!" or "Defeat"), explanatory text, and a "Restart Battle" button. Victory text should state that the town held through five waves; defeat text should state that the gate fell and encourage upgrading heroes. The R key and restart button reload/restart the battle. Make the UI responsive and touch-friendly, with the bottom hero cards wrapping on smaller screens. The main camera should remain fixed in an elevated perspective, showing the fortress, path, heroes, trees, and moving enemies together; there is no player-controlled avatar or free movement.

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