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Skyguard Tycoon

  • 3d
  • action
  • tycoon
  • superhero
  • mobile
  • third-person
  • 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. Peter built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyguard Tycoon yet. Play it, then tell Peter what you would add next.

Make your own game

Skyguard Tycoon was built by Peter 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 Skyguard Tycoon 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 Skyguard Tycoon

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 third-person superhero tycoon/action game titled “Skyguard Tycoon.” Use an original blocky superhero theme, not an existing IP. The player controls a small animated hero in a compact city viewed from a smooth third-person follow camera positioned behind and slightly above the hero, looking toward the hero’s forward direction. The hero is a blocky humanoid with a glowing cyan ring aura at their feet. Include animated idle, walk, melee attack, hit, and death behaviors for characters.

Build a small square city arena on green ground with a dark blue-gray road grid crossing north-south and east-west, pale lane dividers and crosswalk stripes, imported/stylized blocky commercial buildings around the edges, and several tall streetlamps with warm glowing bulbs. The main HQ is a large square elevated platform near the center/back of the playable area, with a blue-gray plaza, a rotating glowing cyan square inner floor, a floating translucent cyan beacon, and a dark square orbit ring. Around it are three larger square satellite hero bases with colored glowing square rings and small themed structures; these start dim/locked and become brighter, larger, and slightly raised when their matching upgrade is purchased. The three campus themes are cyan Dispatch/Scout Nest, yellow Power Lab, and pink-red Sky Spire.

Core loop: patrol the city, approach roaming villains, punch them in close combat, earn credits, collect passive income, and stand on glowing upgrade pads to buy HQ expansions. Start with 20 credits, +1 credit per second, Hero Lv.1, HP 100/100, Base 0/3, and Rescues 0. Four villains initially roam the city and additional villains spawn over time, with a cap of 4 plus two for each base upgrade. Villains wander when far away, chase the hero when within about 10.5 world units, and attack at close range; each hit deals 10 damage plus 2 per base level. When health reaches zero, respawn the hero at HQ with full health and lose 12 credits (not below zero), showing a brief feedback message. Villains have visible red floating ring badges, darkened villain coloration, and animated walk, kick attack, hit, and death behavior. Defeating one requires melee attacks and grants 16 credits plus 5 per base level, increments Rescues by one, and causes the villain to fall and disappear after a short death animation.

Movement must work with WASD and arrow keys on desktop and a large virtual joystick on mobile. The hero moves at an initial speed of 7.5, faces the movement direction, and is constrained to a roughly 36-unit square arena. Press Space or tap the blue ATTACK button to punch. Attacks have a 0.75-second cooldown and a short windup, hit living villains within 3.2 units in front of the hero, and deal 18 plus 5 per hero level damage. Play punch and purchase/defeat feedback sounds when possible. Add a gold BUY button for mobile/onscreen use; it only purchases the nearby unbought upgrade pad.

Place three upgrade pads around the HQ at approximately left/back coordinates (-6, 6), right/back (6, 6), and rear (0, -6). Each pad is a dark circular base with a colored glowing torus ring and a rotating floating white crystal. The upgrades are:
1. Dispatch Desk, cost 25 credits, cyan: “Send scouts — +2 passive income.”
2. Power Lab, cost 60 credits, yellow: “Boost gadgets — +4 passive income and stronger punches.”
3. Sky Tower, cost 120 credits, pink-red: “Expand the HQ — +7 passive income and faster patrols.”
The player must be within about 2.25 units of a pad to make it nearby. On purchase, subtract the cost, increment Base from 0/3, increment Hero Level, add 15 maximum HP and restore 20 HP up to the new maximum, and increase passive income by that upgrade’s amount. Power Lab increases melee range by 0.5; Sky Tower increases movement speed by 1.2. Purchased pad rings/crystals turn green, and the matching satellite campus unlocks with bright color, stronger emissive glow, a larger structure, and a raised position. The three upgrades can be bought once each, in any order.

Use a polished stylized low-poly/blocky 3D aesthetic with bright emissive cyan, yellow, pink, and green upgrade effects, soft shadows, blue sky background, atmospheric fog, and warm lamp lighting. Add subtle animation: rotating/pulsing HQ floor and beacon, rotating/pulsing campus rings and beacons, spinning upgrade crystals, and a gently pulsing hero aura. Keep the game playable while loading with a centered “Skyguard Tycoon” loading card.

Create a dark translucent glassmorphism HUD over the game. At top-left show “SKYGUARD FUNDS,” a large credit total such as “22 cr,” and “+N credits / sec · Rescues N.” At top-right show “HERO STATUS” and “Hero Lv.N · HP current/max · Base N/3.” Along the left/lower-left show stacked upgrade cards listing each upgrade name, cost if unpurchased or “Online” if purchased, and its description. At bottom center show the instruction or contextual message, such as “Patrol the city, fight villains, and step onto glowing pads to buy upgrades,” or “BUY Dispatch Desk for 25 credits — Send scouts — +2 passive income.” Put the virtual joystick bottom-left and vertically stacked ATTACK and BUY buttons bottom-right. Show short translucent toast messages for controls, purchases, missed purchase attempts, villain defeats, damage, and HQ respawns. Make controls touch-friendly with safe-area support and adapt the HUD for narrow mobile screens.

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