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Robot Siege

  • 3d
  • top-down
  • tower-defense
  • arcade
  • sci-fi
  • wave-survival
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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. nizarek458 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Robot Siege yet. Play it, then tell nizarek458 what you would add next.

Make your own game

Robot Siege was built by nizarek458 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.

Read the build brief for Robot 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.

Create a playable 3D top-down arena defense game titled "Robot Siege." Use a dark futuristic sci-fi presentation: a deep navy background with atmospheric fog, a large circular dark-blue metallic arena floor, and a subtle square grid across the ground. Use a perspective camera following the player from above and behind at a fairly close distance, with the player kept near the lower/center part of the view. Add soft cool blue lighting and shadows.

The objective is to defend a command base at the center of the arena through endless waves of hostile robots. Build the central base from a wide blue-teal metallic circular platform/ring, an orange glowing cylindrical reactor core, a small bright beacon sphere on top, and four short blue support pillars around the ring. Also place a futuristic double turret model or sci-fi defense turret beside the base, around its right/east side.

The player is a small glowing cyan-blue robot/defender, represented by a rounded capsule-like body with metallic shading and a short pale rectangular cannon projecting from its front. Start the player at the south side of the base, approximately four world units away. Support keyboard WASD movement and a mobile virtual joystick; movement should be free in the arena at roughly 5.2 units per second. Keep the player on the ground and prevent movement from changing its height. The player automatically rotates/aims toward the nearest hostile robot and automatically fires a bright cyan plasma projectile at the nearest target every 0.42 seconds, so there is no manual shooting requirement. Show a faint circular crosshair at screen center.

At the start of each wave, spawn robots one at a time around the outer edge of the arena, at a random angle and roughly 13–16 units from the center. Wave 1 contains 7 robots, and in general wave N contains 5 + 2N robots. Spawn them about once per second, with the interval becoming slightly shorter on later waves but never less than 0.35 seconds. Each hostile is a simple blocky red/maroon robot: a dark red metallic cube body, a smaller cuboid head above it, and a narrow glowing red eye on its front. Give each robot 2 hit points on early waves, increasing by one every three waves, and have them move toward the central base at roughly 1.2 units/second plus a small random amount and a small wave-based increase.

Plasma shots are small glowing cyan spheres traveling rapidly toward the selected robot. A shot deals one hit point and disappears on impact or after about 1.4 seconds. Destroyed robots disappear and award 10 scrap points. Robots stop when they reach about 2.6 units from the base and then damage the base continuously at 9 health per second while rotating in place. The base starts with 100 health. If its health reaches zero, stop gameplay and show a full-screen translucent dark overlay with a red/pink-accented card reading "BASE OVERRUN," the final text "Scrap collected: [score]," and a prominent "RESTART DEFENSE" button. Restarting must clear every enemy and projectile and reset base health to 100, scrap to 0, wave to 1, and the player to the initial south-side position.

Only advance to the next wave after every scheduled enemy for the current wave has spawned and all current enemies have been destroyed. Keep the game running indefinitely across waves. Animate the top beacon rotating and make the orange reactor core subtly pulse vertically. Enemies should visibly face the base while approaching, and the player should face its current target.

Add a fixed HUD overlay in the upper-left: a dark translucent rounded rectangular panel with a thin cyan border/glow, the cyan letter-spaced title "ROBOT SIEGE," and four rows labeled BASE, WAVE, SCRAP, and HOSTILES, showing live values (initially 100, 1, 0, and the current enemy count). Add a bottom instruction pill that says "WASD / joystick to move · auto-cannon targets the nearest robot." On small/touch screens position this hint higher above the bottom edge to avoid the joystick area. Use clean white/cool-blue typography, cyan player/projectiles, orange base core, and red hostile accents throughout.

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