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Titan Survival

  • survival
  • crafting
  • creature-catching
  • base-builder
  • pseudo-3d
  • arcade
  • browser-game
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. Niranjan ray built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Titan Survival yet. Play it, then tell Niranjan ray what you would add next.

Make your own game

Titan Survival was built by Niranjan ray 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 Titan Survival 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 Titan Survival

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 browser game titled “Titan Survival,” implemented as a lightweight 2D canvas pseudo-3D/isometric survival-crafting prototype on a small circular grassy island. Use a fixed world with a radius of about 37 world units and an angled follow camera: the player stays near the center of the screen while the world is projected with depth, objects farther back appearing higher and smaller. Render a pale blue-to-light background, a large flattened green island with a darker green rim, subtle horizontal ground lines, soft oval shadows, and simple clean geometric low-poly/cartoon shapes.

The player is a small humanoid viewed from above/behind: blue rectangular body, peach circular head, and a dark directional arm/line. Move freely with WASD or arrow keys, or with a four-button mobile D-pad (up, down, left, right). Movement should be normalized for diagonal input, use roughly 8 units/second, keep the player inside the island boundary, rotate the player toward movement, and add a slight walking bounce.

Populate the island at startup with 9 randomly positioned trees, 7 randomly positioned rocks, and 5 wandering critters. Trees are simple brown trunks with green triangular foliage; rocks are gray faceted polygon shapes. Resource nodes can each be harvested only once: while within about 3.2 units, pressing Gather gives +2 wood from a tree or +2 stone from a rock and removes that node. Critters wander slowly and randomly within the island, bobbing as they move. Use five visible colors across the critters (orange, green, pink, purple, and yellow), with a rounded body and two pointed ear/horn-like shapes. Captured critters disappear from the wild world.

Place a floating, glowing, wireframe spinning cube-like beacon called “Titan Core” at world position (0, -6), above the ground. It should rotate continuously, gently bob, tilt back and forth, have cyan edges, a green center dot, a blue glow, a shadow, and a visible “Titan Core” label. It is active only once. If the player comes within about 3.7 units and presses Gather, crack it open and award exactly +3 wood, +3 stone, and +1 capture pod; deactivate and remove the beacon, show a toast, and update the instruction text.

The progression loop is: first crack the Titan Core for starter loot, gather remaining trees and rocks, craft capture pods, capture roaming critters, build a base core, then expand it with walls. Craft Pod costs exactly 2 wood and 1 stone and gives 1 pod. Capture requires at least one pod and a wild critter within 3.4 units; consume one pod, increment the companion count, and show a companion toast. If there is no pod or no nearby critter, show a clear contextual message instead.

Build Base costs exactly 6 wood and 4 stone. When successful, place a small stylized base at the player’s location offset four units behind them, consisting of a tan rectangular building, red triangular roof, and oval ground shadow. The base can only be built once. Once the base exists and at least one companion has been captured, companions automatically gather resources: on a timer that gets faster with more companions, add wood equal to the companion count and stone equal to at least 1 (floor(companions/2)) per cycle, with a toast saying the base crew delivered resources. Display a “Crew: N” label above the base.

Build Wall requires the base and costs exactly 3 wood and 1 stone. Each successful build adds a brown rectangular wall section around the base, advancing through a fixed ring of eight positions: cardinal offsets at roughly 3.2 units and diagonal offsets at roughly 2.25 units, creating a defensive ring. Alternate wall sections between horizontal and vertical-looking rectangles based on their position. Track and display the total wall count. Do not add combat, enemies, raids, health, saving, respawning, farming, or projectile systems.

Provide a translucent dark, rounded HUD panel in the upper-left with the title, a live resource line exactly in the spirit of “Wood N · Stone N · Pods N · Pals N · Base Online/None · Walls N,” a dynamic contextual hint, and instructional text explaining movement, gathering, the Titan Core, capturing, and base building. Add bottom-left mobile D-pad controls and bottom-right action buttons for Gather (E), Craft Pod (Q), Build Base (B), Capture (F), and Build Wall (R). On desktop arrange the action buttons in a row/grid; on mobile use a compact two-column layout. Buttons and panels should have a dark navy translucent glass-like appearance, rounded corners, subtle borders and shadows. Show short centered toast notifications for loot, crafting, captures, base online, walls, and automated resource hauls. The hint should prioritize Titan Core in range, nearby capture when a pod exists, nearby harvestable resources, then progression guidance. Render objects in depth order so nearer objects overlap farther ones.

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