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Arcade › Tiny Clans
Click the game above and it runs right here in your browser. No download, no installer, no account needed. william.schmidt35 built it with Cinevva, so it works on a phone or a tablet too.
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Tiny Clans was built by william.schmidt35 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 Tiny Clans 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 strategy/management game titled “Tiny Clans,” using Three.js with no build step. Present a dark navy full-screen interface with a top-down, slightly isometric perspective and orbitable camera. The main village is a 14x14 square green grid board centered in the scene, with visible thin green grid lines and chunky toy-like low-detail box buildings. Use a dark blue background, soft hemisphere and directional lighting, simple flat/rough materials, and small cylindrical knobs on building roofs. Start in Village mode with HUD pills at the upper left showing: Mode Village, Gold 120, Elixir 80, Troops 0. Below them show compact instructions: “Build: 1 Gold Mine • 2 Elixir Pump • 3 Cannon • R rotate • Click place”, “Village: C collect • T train (10 elixir)”, and “Raid: Space start/exit • Click drop troop”. Show a bottom-center toast reading “Build your village — then press Space to raid.” The player has a fixed Town Hall occupying a 2x2 grid area near the center of the village. It is a blue/lavender chunky rectangular block, taller than ordinary buildings, with a dark cylindrical roof piece. The player can select one of three build items with keyboard keys 1, 2, and 3: Gold Mine (cost 60 gold, generates gold at 0.8 per second up to 80 stored), Elixir Pump (cost 60 elixir, generates elixir at 0.6 per second up to 60 stored), and Cannon (cost 80 gold and 20 elixir). Buildings occupy grid cells and cannot overlap or extend outside the board. A translucent green/red ghost footprint follows the mouse over the grid to indicate valid/invalid placement. Left click places the selected building when valid and affordable, deducting its cost; invalid placement or insufficient resources shows a short toast. Press R to rotate the selected footprint, supporting rotation for rectangular footprints even though the listed buildings are mostly 1x1. Placed buildings are simple colored blocks: gold mine golden yellow, elixir pump purple, cannon gray, with a small dark cylindrical top. Village simulation: resource buildings slowly fill internal stored resource, shown indirectly through the resource totals only when collected. Press C to collect all stored gold and elixir from the player’s resource buildings; show a toast with amounts collected, or “Nothing to collect yet.” Press T to train one simple barbarian troop for 10 elixir, increasing the Troops counter; if unaffordable, show an error toast. Troops are reserved in a queue until deployed. Press Space from Village to enter Raid mode. Generate a separate enemy base on a visually distinct purple/dark board positioned to the east, and frame it with the orbit camera. Hide the player village, village grid, and placement ghost while showing the enemy base. The enemy base has a central 2x2 blue Town Hall plus a few randomly scattered buildings: exactly three gold mines, three elixir pumps, and two cannons, avoiding overlap and keeping clear of the Town Hall. Enemy resource buildings begin with substantial stored loot, randomly around 60–100% of their storage capacity. Change HUD mode to Raid and show a toast such as “Raid started — click to drop troops. Destroy the Town Hall!” During a raid, left-click on a cell of the enemy board to deploy one queued troop; clicking outside the enemy board shows a toast telling the player to drop troops on the enemy base, and deploying with no troops shows “No troops. Train with T back in Village.” Troops are small orange capsule-like toy figures. Each has 45 HP, 12 DPS, and speed 2.3. After deployment, each troop automatically runs toward the nearest living enemy building and attacks it in melee when close, switching to another living building after its target is destroyed. Destroyed buildings shrink, darken, and resource buildings yield up to 75% of their stored resource as raid loot with a toast such as “Loot +X gold.” Destroying the enemy Town Hall immediately wins the raid and awards the accumulated gold/elixir loot to the player with a victory toast. Enemy cannons automatically target the nearest living player troop within 4.2 units, firing about every 0.7 seconds. Show tiny white projectile spheres traveling toward troops; each hit deals 12 damage. Dead troops shrink away visually. If all deployed troops are defeated and no troops remain queued, end the raid as a retreat with no loot. Press Space during a raid to exit/retreat immediately with no loot. On victory or retreat, return to Village mode, restore the player village/grid/ghost, hide and clear the enemy base and troops, and return the camera target to the player village. Use short synthesized UI/gameplay sounds after user interaction: simple triangle-wave notes for placement, training, troop drops, cannon shots, hits, raid start, victory, and retreat, initialized on first click or keypress. Include soft building pulse animation for player resource buildings. Keep all UI minimal and translucent: rounded dark HUD pills with pale text, a bottom-centered rounded toast, and no extra menus or invented systems. The game’s core loop is building a tiny village, passively generating resources, collecting them, training troops, and raiding the AI village for loot.