Arcade › Robot Siege
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shreyash Arya built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Robot Siege yet. Play it, then tell Shreyash Arya what you would add next.
Robot Siege was built by Shreyash Arya 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 Robot 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.
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 top-down arena defense game titled “Robot Siege.” Use an orthographic camera looking straight down at a circular sci-fi arena, with a dark navy background and subtle fog. The playfield is a wide, flat, dark blue-gray circular cylinder with a glowing blue perimeter ring. Keep the camera centered on the arena and resize its orthographic view to fit the screen. At the center, place the reactor base that the player must defend: an octagonal, chunky blue/teal metallic cylinder with a slightly wider lower section, a bright cyan glowing circular disk on its top, and four small pale-blue vertical rectangular pylons spaced around it. Add soft blue lighting and shadows to give the simple low-poly geometry a polished sci-fi appearance. The player is a small low-poly defender robot near the lower side of the arena. Build it from a pale metallic faceted/cylindrical body, a red-orange glowing rectangular visor/front panel, and a cyan-blue rectangular gun projecting from its front. The player can move freely around the arena, clamped within roughly 13 world units of the center. Movement uses WASD or arrow keys: up/left/down/right move on the ground plane. On touch devices, show a four-button directional pad in the lower-left. Robots spawn around the outside edge of the arena, at random angles about 15.8 units from the center, and walk directly toward the central reactor. Prefer animated low-poly humanoid/mech robot models if available; otherwise use a simple pale metallic box-shaped robot fallback. Scale enemies to about 0.58 of model size. Each enemy has 3 hit points and moves at approximately 1.15 plus 0.07 per wave world units per second. When an enemy reaches within about 3.8 units of the reactor, it stops advancing and continuously damages the base at 7 health per second. The base begins with 100 health. Start with wave 1, spawning 4 plus twice the wave number enemies (6 on wave 1), spaced by 0.45 seconds. After all enemies are destroyed, wait about one second and start the next wave, increasing wave number and enemy count. There is no player health system; the loss condition is the reactor/base reaching zero health. Aim with the mouse or pointer: map the pointer position over the canvas to a ground-plane point, and rotate the player to face the aim direction. Holding the mouse/pointer button or Space continuously fires. On touch devices, provide a large circular red “FIRE” button in the lower-right. Fire yellow-orange glowing spherical laser bolts from the player’s gun about every 0.16 seconds; bolts travel toward the aim point at roughly 22 units per second and expire after about 1.4 seconds. A bolt hitting an enemy within about 1.2 units removes one hit point. Destroyed enemies disappear, award 10 scrap, and produce a cyan burst; hits produce a small yellow burst. Add short-lived particles with gravity for these impact/explosion effects, and play a brief digital laser sound when firing if audio is available. Use soft shadows, a bright hemisphere light, a white directional key light, and a blue point/rim light. Keep the visual style clean, minimal, low-poly sci-fi: deep navy environment, teal-blue reactor and arena, pale metal robots, cyan emissive elements, orange/red visor and fire controls, and glowing projectile/particle accents. The HUD is HTML/CSS over the canvas. At the top-left show a dark translucent rounded panel labeled “ROBOT SIEGE” in spaced cyan uppercase text. At the top-right show a matching panel with the live stats “BASE 100,” “WAVE 1,” and “SCRAP 0,” with the numeric values emphasized in white. Before the game starts, show a centered translucent panel with the title “ROBOT SIEGE,” the instruction “Defend the reactor. Aim with your pointer and fire to stop the wave.” and a cyan “START DEFENSE” button. Include a small bottom help line on desktop: “WASD / arrows to move · mouse or touch arena to aim · click / Space to fire”. Hide that help line on coarse-pointer/mobile devices and instead show the touch d-pad and FIRE button. On base destruction, stop gameplay and show a centered game-over panel titled “BASE OVERRUN,” with text in the form “You salvaged [scrap] scrap across [wave] waves.” and change the button label to “RESTART DEFENSE.” Restarting resets base health to 100, wave to 1, scrap to 0, clears all robots, bullets, and particles, and begins spawning the first wave. Keep the game responsive and prevent page scrolling or unwanted touch gestures.