Arcade › Skyline Sentinels
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Sentinels yet. Play it, then tell Albert Brownlee what you would add next.
Skyline Sentinels was built by Albert Brownlee 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 Skyline Sentinels 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.
Recreate a responsive browser game titled “Skyline Sentinels,” a cartoon overhead tower-defense game set above the clouds. Use a full-screen canvas with a fixed top HUD and bottom tower shop, plus HTML-style overlay screens. The visual style is bright, friendly, and chunky: dark navy outlines, cream cards, rounded buttons with small drop shadows, emoji/icons for towers, pastel skies, simple circular cartoon enemies, and flat colorful scenery. Start on a home screen covering the canvas with a sky-blue upper background and green lower ground, faint translucent cloud/sun circles, and a centered large pale-cream rounded card with a thick dark-navy border and shadow. Show the title “Skyline Sentinels” on two lines, subtitle “Cartoon tower defence above the clouds,” map selection buttons for “Sunny Meadow” (selected pink), “Canyon Run,” and “Sky Islands,” difficulty buttons “Easy” (selected pink), “Normal,” and “Hard,” a large green “Start Defence” button, and the hint “Place towers on glowing pads. Click a tower to upgrade or sell it.” When the player starts, show the canvas game field. Render the selected map as a pastel sky background with a lower ground area, drifting pale clouds, and decorative translucent circular patches. Draw one or two winding paths as thick brown-edged tracks with lighter colored centers and a dashed pale center line. The three maps have these visible path layouts/colors: Sunny Meadow has a blue sky, green ground, tan path, blue accent scenery, and one route that starts at the left around 62% height, moves right, rises to about 35%, dips near 68%, then exits on the right around 48%; Canyon Run has an orange sky, reddish ground, pink/tan route coloring and two routes, one around the upper and middle field and one along the lower field; Sky Islands has a blue sky, blue-gray ground, pale green route and yellow accent scenery, with a route that zigzags from the left middle through upper and lower sections before exiting right. Enemies enter from the left ends of routes and move continuously along the drawn routes toward the right-side exits. The goal is to survive all waves. The HUD at the top should show money with a coin icon, lives with a heart icon, current wave/max wave, and Pause, speed, and Home buttons. Easy starts with 560 money and 24 lives, Normal with 460 money and 18 lives, and Hard with 380 money and 13 lives. Easy and Normal have 12 waves; Hard has 15. Waves begin after a short delay, and each wave sends 6 + 2×wave enemies, with Hard adding one additional enemy per wave. There is a short gap between waves. If enemies reach the end, subtract one life; if lives reach zero, show a darkened overlay card titled “Defence Over” and text explaining that invaders reached the base on the current wave, with a “Try Again” button. After all waves are complete and all enemies are cleared, show the same style overlay with “Victory!” and text saying the player held the skyline through all waves, plus “Try Again.” At the bottom, provide a horizontally scrollable cream tower bar with thick navy border and buttons for all seven tower types. Each button shows its emoji, name, and price: Rifleman 🔫 $90, Shotgun 💥25, Sniper 🎯80. Rifleman is selected by default and selected buttons are highlighted gold. The field contains glowing circular build pads; clicking/tapping an empty pad purchases and places the currently selected tower if the player can afford it. Clicking a placed tower selects it instead. Empty pads should be pale yellow translucent circles with white outlines and a plus sign. Represent placed towers as outlined colored circular badges containing their emoji. Their base colors are Rifleman coral-pink, Shotgun orange, Sniper purple, Machine Gun teal, Rocket red-orange, Plane blue, and Helicopter green. Ground towers sit on pads; Plane and Helicopter are flying towers that visibly orbit around their pad/base position with a small translucent shadow beneath them. Towers automatically target the enemy furthest along a route that is within range and fire at their configured cadence, producing small colored projectiles and hit particles. Use these actual tower roles/stats: Rifleman balanced single-target shooter (range 135, damage 16, cooldown 0.55s); Shotgun short-range cone blast (range 105, damage 11, cooldown 1.15s, firing multiple projectiles); Sniper long-range high damage (range 260, damage 85, cooldown 2.3s); Machine Gun very fast stream (range 145, damage 8, cooldown 0.16s); Rocket (range 185, damage 48, cooldown 1.7s) has splash damage around its impact; Plane (range 190, damage 24, cooldown 0.52s) is flying; Helicopter (range 165, damage 35, cooldown 0.75s) is flying and has splash damage. Show a dashed circular range indicator around a selected tower. Clicking a tower opens a cream outlined panel near the top-right showing its emoji/name and level, description, Damage, Range, and Cooldown. Provide Upgrade A and Upgrade B buttons and a Sell button. Upgrade costs start at 55 + 45×current level, with Path B adding 15. Each upgrade raises the level, increases damage (Path A ×1.28, Path B ×1.12), increases range (Path A +7, Path B +18), and improves cooldown (Path A ×0.9, Path B ×0.96); Path B also tracks a special upgrade count. Selling returns 65% of the tower’s total invested cost. Show short dark notification messages such as map/start status, wave incoming, tower selected/placed, insufficient coins, upgrade, and tower sold. Enemy visuals should be simple dark-navy outlined circles with two eyes and a smiling mouth, color-coded by type, with a small health bar above each. Include these enemy types and behavior: Scout green, 42 HP, speed 48, reward 8; Runner yellow, 30 HP, speed 82, reward 10; Brute red-pink, 150 HP, speed 25, reward 22; Armored gray, 260 HP, speed 19, reward 35 and 18% damage reduction; and the purple boss “Sky Golem,” 780 HP, speed 13, reward 100, larger than normal and marked with a gold star. Enemy HP scales by 1 + 0.1×wave. Wave composition starts with Scouts, adds Runners from wave 2, Brutes from wave 3, Armored enemies from wave 5, and one boss at the end of waves 8 and later. Defeated enemies award their coin reward, and splash attacks damage nearby enemies. Add brief white/color particle bursts on hits, kills, placement, and selling. Support mouse, touch, and pointer input. Include Pause/Resume and a speed toggle cycling between 1x and 2x; paused games stop simulation while the canvas remains visible. Make the layout responsive, hiding Home on narrow screens and allowing the tower shop to scroll horizontally. Keep all displayed HUD values synchronized with gameplay and use the rounded cream/navy/pastel art direction consistently.70, Machine Gun 🔧40, Helicopter 🚁50, Rocket 🚀00, Plane ✈️