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Arcade › Scrapwood Siege
Click the game above and it runs right here in your browser. No download, no installer, no account needed. LUCKY Karch built it with Cinevva, so it works on a phone or a tablet too.
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Scrapwood Siege was built by LUCKY Karch 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 Scrapwood 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-based 3D third-person/top-down adventure-survival game titled “Scrapwood Siege.” Use a Three.js-style low-poly scene viewed from an elevated, behind-the-player camera that follows a small humanoid avatar and looks slightly ahead of it. The setting is a large bright green forest clearing/grass plane with soft fog and directional sunlight/shadows. Scatter roughly 46 simple procedural trees across the outer clearing: brown cylindrical trunks with two stacked dark-green cone foliage sections. Scatter many small metallic gray scrap piles made from a few irregular rectangular pieces. Keep the center relatively open and place a tan circular base pad with radius about 8 units in the middle. The player begins near the south side of the pad, at approximately (0, 0, 13), and is a simple low-poly character with a blue body, skin-colored spherical head, and a visible wooden-handled axe with a silver rectangular head. Movement is free within a bounded square forest area, using WASD or arrow keys; the player faces the movement direction. Also support mobile play with a virtual circular joystick at bottom-left. The core loop is: explore, chop trees, collect resources, build the base, and defend it from raids. Clicking the game canvas, pressing Space, or tapping the AXE button swings the axe with a short cooldown and visible swing animation. A swing damages a nearby tree in front of the player; each tree has 3 health and takes repeated close swings, then disappears and awards 4 wood, with a chance to spawn a scrap pile nearby. A swing also damages nearby raiders in front of the player. Walking into scrap piles automatically collects them and awards 1 scrap; collected piles disappear. Resources begin at Wood 0 and Scrap 0. Add a BUILD button and B-key action. When the player is within about 13 units of the center pad and has at least 5 wood, spend 5 wood to create the next wooden wall segment. Place up to 8 wall segments evenly around the circular base, forming a ring: each is a brown rectangular low-poly barricade with health 80. Display the progress as Base 0/8 through Base 8/8. If too far away or short on wood, show an explanatory message. Raiders target the base once at least one wall exists, attack the weakest wall when close, and can destroy a wall; destroyed walls are removed and can be rebuilt. Completing all 8 walls marks the base as complete, but the player must still survive the siege. Implement timed enemy waves. The first wave arrives after the initial countdown, then waves continue with shorter intervals (roughly 10–26 seconds depending on wave). Spawn 3 plus the wave number raiders, capped at 12, at the outer edge of the clearing. Most are purple low-poly humanoid raiders with brown clubs, 3 health and speed about 4.7; on every third wave, include one larger red brute with 5 health, speed about 3.6, and stronger attacks. Enemies move toward the base center if walls exist, otherwise toward the player; if close to the player they pursue and attack. Raider contact attacks reduce player health by 8 about every 0.9 seconds; brutes reduce it by 13. Near the base, raiders damage walls every 1.2 seconds, with regular raiders doing 10 and brutes 18. There is also a chance they steal 1 wood from the base resource supply. The player axe deals damage and can knock enemies back; defeated raiders sometimes drop scrap and occasionally wood. If health reaches zero, stop the game and show a centered “Survival Failed” overlay with a restart button/message including stolen wood. Add a gold-clothed shopkeeper NPC with a brown pack, positioned near the base when visiting but normally hidden. After an initial timer he appears for a limited visit, then leaves and returns after a random delay. Add a SHOP button and E-key action. When the player is within about 5 units and the shopkeeper is present, trade automatically according to the available resources: spend 4 scrap to heal 45 health if below full, or spend 7 scrap to upgrade the axe (increase axe damage and slightly increase movement speed), or spend 3 scrap to repair all existing walls by 20 health up to their maximum. If unavailable or too far away, show a message explaining that the shopkeeper is not close; if resources are insufficient, show the required prices. The shopkeeper should visibly stand near the base while present. Use a clean, colorful low-poly/procedural art style: green ground and foliage, brown wood, gray metal scrap, blue player, purple raiders, red brutes, gold shopkeeper, tan base pad, soft shadows, fog, and simple geometric models. Keep the camera smoothly following the player from above and behind. Include a fixed responsive HUD over the canvas: dark translucent rounded pills at the upper-left showing “Health 100,” “Wood 0,” “Scrap 0,” “Base 0/8,” and “Wave 1”; a centered dark translucent message bar below the HUD for contextual instructions and raid/shop alerts; upper-right help text stating “WASD/Arrows move · Click/Space swings axe · B builds base wall · E trades with shopkeeper”; and mobile controls with a translucent joystick bottom-left plus stacked gold gradient buttons on the right labeled SHOP, BUILD, and AXE. Start paused behind a large centered dark translucent rounded title card reading “Scrapwood Siege,” describing survival in the forest clearing and the goal to finish all 8 base walls and survive the raids, with a green “Start Survival” button. On victory, when all 8 walls exist, wave progression has reached the post-wave-6 state (wave counter at least 7), and no enemies remain, show a centered “Base Secured!” overlay stating that the player built the base and held the forest clearing. Ensure contextual messages communicate chopping, resource collection, building requirements, incoming waves, wall damage, shop visits, upgrades, and victory/defeat.