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PvZ Galaxy

  • 3d
  • tower-defense
  • lane-defense
  • strategy
  • mobile
  • sci-fi
  • arcade
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. Jonah Dubuea built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about PvZ Galaxy yet. Play it, then tell Jonah Dubuea what you would add next.

Make your own game

PvZ Galaxy was built by Jonah Dubuea 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 PvZ Galaxy 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 PvZ Galaxy

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 mobile-friendly 3D lane-defense game titled "PvZ Galaxy" (on-screen story title: "Plants vs Zombies: Galaxy") using Three.js-style visuals and touch/mouse controls. The game is an original sci-fi garden-defense slice with two stages.

Camera and world: use a fixed, slightly elevated perspective camera looking down at a rectangular 5-row by 9-column defense board. The board is a 3D grid of alternating translucent blue slate tiles on a flat ground plane, with a glowing red danger line at the far left. Enemies enter from the far right and travel horizontally right-to-left. Use soft shadows, hemisphere plus directional lighting, dark navy fog/sky, and colorful low-poly/cute 3D forms. In the Backyard BBQ stage, make the ground green and decorate the perimeter with tall low-poly cacti and a small red barbecue grill; show a floating label reading "Nate's BBQ". In the Planet Verdantia stage, use purple/region-colored ground and dark space-like skies, with randomly placed glowing crystal props, an alien statue, a glowing map beacon, and a floating region label. Use animated Quaternius-style zombie/alien models if available, with simple low-poly fallback creatures if assets fail. The visual tone should match the screenshot: dark navy rounded HUD panels, bright yellow buttons/highlights, bold white text, and glossy colorful 3D objects.

Opening story screen: overlay the board with a large centered dark purple/navy rounded story panel. Title it "Plants vs Zombies: Galaxy" in bright pale yellow. Include this text: "The neighbor arrives at Nate's barbecue with snacks. A few shambling party crashers show up first." Then: "After the first defense, a space warlord named Dr. Zomboss reveals his galaxy invasion plan and beams the team to Planet Verdantia. Astra Bloom joins your garden squad there." Include a large yellow, shadowed pill button labeled "Start the BBQ Defense". Before each defense, show a seed-selection overlay where the player chooses a limited loadout: up to 3 packets in the BBQ stage and up to 4 on Verdantia. At least one must remain selected. Locked Verdantia plants should be visibly dimmed and labeled "Locked until Verdantia".

HUD and controls: fixed top HUD has rounded dark pills for "Energy: [number]", current stage/region, and "Defeated: [number]", plus a yellow Pause button. During Verdantia also show Map; while running show Seeds to reopen loadout selection. At the bottom show a responsive plant packet tray (two columns on narrow mobile screens, up to five columns otherwise). Each packet has a colored icon placeholder, plant name, energy cost, selected yellow outline, and a dark recharge overlay/countdown after use; gray/dim cards indicate locked or insufficient-energy packets. Show a dark rounded instructional toast near the bottom: "Tap a plant, then tap a glowing tile. Stop invaders before they reach the left!" Mouse/touch behavior: tap/click a packet to select it, then tap/click an empty grid tile to plant it. Keyboard 1-5 selects the corresponding unlocked loadout packet; Space pauses/resumes. Pause freezes simulation.

Core economy and defense: start with 150 energy, 3 lives, score/defeated count 0. Energy passively regenerates at 8 per second in Backyard BBQ and 11 per second on Verdantia (plus 3 per second in Spore Jungle), and each defeated normal enemy grants 28 energy. Plants cost energy and packets recharge independently after planting. Do not allow planting on occupied tiles, with insufficient energy, or while a packet is recharging. Enemies advance toward the red left danger line. If an enemy reaches it, remove that enemy, lose one life, show a banner such as "An invader slipped through!", and end with "Garden Overrun" when lives reach zero.

Plants, exactly these five: (1) Peashooter, cost 50, 80 HP, fires a straight small glowing cyan projectile every 1.18 seconds when an enemy is ahead in its row within range; projectile damage 18, packet recharge 4.5 seconds. Build it as a green stem with faceted green head and a side snout. (2) Sunflower, cost 50, 70 HP, does not attack, produces +35 energy every 5 seconds; packet recharge 7.5 seconds. Build a green stem, brown center, and ten yellow petals. (3) Wall-nut, cost 75, 330 HP, no attack, packet recharge 12 seconds; build as a brown faceted/dodecahedral nut, acting as a blocking wall that enemies stop to eat. (4) Comet Bloom, unlocked only after reaching Verdantia, cost 125, 110 HP, fires slower orange comet projectiles every 1.9 seconds, damage 40, with splash damage to nearby enemies in the same or adjacent row within 0.9 world units; packet recharge 9 seconds. Build as an orange glowing faceted/spherical bloom. (5) Astra Bloom, also unlocked on Verdantia, cost 175, 135 HP, fires fast cyan laser-like projectiles every 0.78 seconds for 24 damage; packet recharge 10 seconds. Build as a cyan glowing faceted bloom with a ring like an astronaut helmet. All attacking plants target the first enemy ahead in their own lane within about 9 world units. Give shots small glowing projectiles and play a short laser sound when firing. Plants slowly rotate for visual life; sunflower energy production should show a brief glowing energy sparkle and toast.

Enemies: in Backyard BBQ spawn cute shambling zombie party crashers from the right at random rows, with 80 HP and speed 0.23 world units/sec. On Verdantia spawn cute alien invaders with 130 HP plus up to 70 additional HP based on score, speed 0.28. Enemies stop when adjacent to a plant in their row and bite it every 0.75 seconds, dealing 28 damage; a boss deals 46. Remove plants when HP reaches zero. Spawn roughly every 3.15 seconds in stage one, then on Verdantia use a base interval around max(1.1, 2.45 - score*0.025), with Spore Jungle 0.35 seconds faster and Moonflower Mesa 0.28 seconds slower, plus random variation.

Stage progression and cutscene: after the player defeats 5 normal enemies in Backyard BBQ, pause the game and show a centered story/cutscene overlay titled "Dr. Zomboss Appears" with: "Nice barbecue, Nate. Shame about the entire galaxy." and "A tractor beam grabs Nate and the neighbor. Astra Bloom intercepts the signal and sends coordinates to Planet Verdantia." Add a yellow button "Warp to Planet Verdantia". On warp, clear all plants, enemies, and projectiles, set stage to Verdantia, restore energy to 220, reset the region to Crystal Coast, change the environment, and unlock Comet Bloom and Astra Bloom. Show a banner "Astra Bloom joined the team!" and let the player choose the new Verdantia seed tray.

Verdantia world map: add a Map overlay with title "Planet Verdantia Map" over a circular radial-gradient planet graphic. It has four clickable rounded map nodes: Crystal Coast (unlocked at score 0), Spore Jungle (unlocks at 8 defeated), Moonflower Mesa (unlocks at 14), and Zomboss Orbit (unlocks at 20). Unlocked nodes say Travel or Current; locked nodes say "Defeat [threshold]" and are dimmed. Opening the map pauses the game; closing restores the prior pause state. Traveling to a different region changes the sky, fog, ground tint, decorations, and region label, grants +40 energy, and shows a warp banner. Use these region descriptions: Crystal Coast: "Balanced lanes across Verdantia's crystal shoreline." Spore Jungle: "Thick spores boost energy regen, but invaders arrive a little faster." Moonflower Mesa: "Moonflower winds slow invaders and mark boss coordinates." Zomboss Orbit: "Final orbital route. Travel here to force Dr. Zomboss into the lane."

Final objective: when the player has defeated 20 total enemies on Verdantia, require them to open the Map and travel to Zomboss Orbit. At that point spawn a larger boss called Dr. Zomboss, with a dark blue/purple glowing body, 520 HP, and speed 0.12; award 5 defeated and 90 energy on defeat. The boss can eat blocking plants for 46 damage every 0.75 seconds. If the boss is defeated, end with a centered dark story panel titled "Galaxy Saved" and text: "Astra Bloom, Nate, and the neighbor knock Zomboss out of orbit. The barbecue is back on — now with meteor marshmallows." Include a yellow "Play Again" button. If all lives are lost, show "Garden Overrun" and a yellow "Try Again" button. Ensure overlays, buttons, HUD, seed cards, map, glowing tile grid, recharge countdowns, enemy movement, plant attacks, stage transition, and victory/loss states are all functional rather than decorative.

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