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Arcade › Purrimeter
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tody Mark built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Purrimeter yet. Play it, then tell Tody Mark what you would add next.
Purrimeter was built by Tody Mark 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 Purrimeter 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 compact touch-friendly 3D tower-defense game titled “Purrimeter.” Use Three.js or an equivalent 3D engine with a fixed, slightly animated angled perspective camera looking down at a rectangular 10-by-7 tiled board on a grassy floating meadow island. The scene should have a blue sky background with light fog, soft bright daylight, shadows, and a cheerful low-poly/casual style. Dress the surrounding island with Kenney-style low-poly trees and bushes. The board is a green grass base with square tiles; the enemy route is a fixed tan path running from the left edge toward the right side in a zig-zag: grid coordinates (0,3)→(1,3)→(2,3)→(2,1)→(4,1)→(4,5)→(6,5)→(6,2)→(8,2)→(9,2). At the route’s right endpoint, show a small blue bowl holding a yellow fish pile as the protected fish stash. Mark twelve non-path build pads with pale mint/teal tiles that softly pulse or glow: (1,1), (1,5), (2,5), (3,2), (3,4), (4,3), (5,1), (5,4), (6,1), (7,3), (7,5), and (8,4). Tapping an unoccupied glowing pad places the currently selected cat tower there and charges its fish cost; occupied pads become dark and stop glowing. The goal is to protect the fish stash from successive waves of foxes. Begin at wave 1 with 20 fish, 9 lives, and score 0. The player first chooses one of three cat tower buttons, places cats on build pads, then presses the start-wave button. When a wave starts, spawn 5 + (wave number × 2) foxes, one at a time, initially about 0.45 seconds after starting and then roughly every max(0.36, 0.82 - wave×0.03) seconds. Foxes are low-poly orange Kenney Cube Pets-style animated animals with a visible green health bar above each one. They follow the fixed route toward the stash. Each fox starts with 26 + 9×(wave−1) HP, speed 1.18 + 0.07×(wave−1), and rewards 2 + floor(wave/2) fish when defeated. If a fox reaches the endpoint, subtract one life and remove it; when lives reach zero, stop play and show a centered game-over overlay saying “Fish stash raided,” with the reached wave and score plus a “Restart defense” button. When all foxes in a wave have spawned and all are defeated or have reached the stash, advance to the next wave, award 4 + floor(next wave/2) bonus fish, and display a wave-cleared status. Towers automatically target the closest living fox within their range, rotate their turret toward it, and fire glowing colored spherical projectiles. Show small circular expanding impact effects on hits and animate tower cats with a subtle bob. Implement exactly these tower types: Tabby costs 6 fish, orange accent, damage 8, range 3.45, reload 0.62 seconds, projectile speed 8.5, single-target fast “yarn shots,” and a small cap adornment; Calico costs 10 fish, pink accent, damage 15, range 3.2, reload 1.15 seconds, projectile speed 6.2, and each hit also deals 48% of the damage to other foxes within 1.18 world units, represented as a larger splash impact and a bell adornment; Siamese costs 12 fish, blue accent, damage 6, range 4.75, reload 1.05 seconds, projectile speed 8.8, and each hit slows its target to 52% speed for 1.35 seconds, with an orb adornment. Use animated cat models if available, with simple blocky cat placeholders as a fallback. Overlay the 3D game with a dark translucent, rounded HUD. At the upper left/top show four stat cards labeled WAVE, FISH, LIVES, and SCORE, initially 1, 20, 9, and 0, plus a status message such as “Tabby selected — 6 fish. Tap a glowing pad.” At the bottom, show three selectable tower cards in a row: “🐈 Tabby / Fast yarn shots / 6 fish,” “🐱 Calico / Splash furball / 10 fish,” and “😼 Siamese / Long range slow / 12 fish.” The selected card has a yellow outline and highlighted background; unaffordable cards are dimmed. Beside or below them show a green-tinted button labeled “Start wave 1,” with the hint “More foxes, more fish”; while active it becomes disabled and says “Wave N running” and “X foxes left to spawn.” Make the layout responsive for mobile portrait screens by stacking the start button below the tower tray, and allow pointer/touch selection and placement. Include subtle click and impact sounds only after user interaction. Keep the overall look colorful, polished, readable, and faithful to a casual low-poly cat-versus-fox tower defense game, without adding upgrades, selling, bosses, alternate maps, or extra enemy types.