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Toonfront Defense

  • 2d
  • tower-defense
  • arcade
  • cartoon
  • strategy
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. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Toonfront Defense yet. Play it, then tell Albert Brownlee what you would add next.

Make your own game

Toonfront Defense 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 Toonfront Defense 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 Toonfront Defense

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 responsive browser tower-defense game titled “Toonfront Defense.” Use a full-screen 2D HTML canvas with a fixed top-down view and a colorful, clean cartoon style: broad flat-color terrain, rounded shapes, simple shadows, bright outlines, and playful UI. The game starts on a dark navy translucent home panel with a cyan border and rounded corners. Show the title “Toonfront Defense,” subtitle “Build a colorful defense line, then survive the enemy parade,” then map selection cards, difficulty cards, a large “Start Defense” button, and the hint “Tap a tower, then tap a build pad. Defend the blue base.”

Home-screen choices must be selectable cards with the first option selected by default. Maps: 1) Sunny Meadow — “Open lanes and easy bends”; 2) Dusty Canyon — “Two tight switchbacks”; 3) Snowy Pass — “Long straight shots.” Difficulties: Easy — “For learning the ropes”; Normal — “Balanced chaos”; Hard — “Fast and relentless.” On small screens stack the cards vertically.

When the game starts, hide the home panel and show a full-screen battlefield plus HUD. The selected map is a bright terrain color: green meadow, orange/tan canyon, or pale blue snow. Add subtle repeated cartoon environmental decoration (small round shrubs/trees and translucent white cloud puffs). Draw one wide, rounded, winding route from the left edge to the right-side endpoint using a darker border/underlay and lighter center. Use these route layouts in normalized screen coordinates: Sunny Meadow [(0,.45),(.18,.45),(.26,.22),(.55,.22),(.68,.55),(.91,.55),(1,.36)]; Dusty Canyon [(0,.58),(.18,.58),(.31,.32),(.54,.32),(.67,.66),(.83,.66),(1,.42)]; Snowy Pass [(0,.48),(.25,.48),(.35,.68),(.6,.68),(.72,.32),(1,.32)]. Put seven circular glowing build pads at these normalized coordinates: meadow [(.14,.68),(.31,.42),(.43,.72),(.57,.39),(.73,.76),(.83,.31),(.89,.73)], canyon [(.13,.34),(.22,.77),(.39,.54),(.5,.77),(.63,.2),(.76,.48),(.9,.78)], snow [(.16,.27),(.28,.7),(.44,.4),(.55,.83),(.68,.52),(.81,.2),(.89,.5)]. Empty pads are pale yellow circles with a white plus; occupied pads become muted gray-green.

At the route endpoint draw a blue square base with a pale window/stripe and the label “BASE.” Enemies enter from the left, follow the route continuously, and damage the base when they reach the endpoint. Begin with 20 lives and 
80. The HUD at the top has dark translucent rounded pills showing a heart and lives, money, wave number, and selected map name, plus Pause/Resume and Menu buttons. A temporary yellow notification near the top center announces “Build your defense!” and “Wave N incoming!” The bottom HUD is a centered, wrapping tower-selection bar. Include exactly these selectable tower buttons, with the shown costs and roles: Rifleman $35 • fast; Shotgun $55 • splash; Sniper $80 • range; Machine Gun $95 • rapid; Rocket
20 • boom; Plane
50 • air; Helicopter
80 • orbit. Use the currently selected button highlight. Controls are pointer/touch friendly: tap a tower button, then tap a glowing build pad to purchase and place one tower. Reject placement away from a pad or on an occupied pad with “Tap a glowing build pad”; reject insufficient funds with “Need $X.” There is no tower selling, upgrading, or manual targeting. Implement seven auto-firing tower types with these exact behaviors/stats: Rifleman range 130, fires every .38 seconds for 12 damage; Shotgun range 92, every 1.05 seconds for 30 damage with 26-radius splash; Sniper range 250, every 1.65 seconds for 110 damage; Machine Gun range 150, every .18 seconds for 7 damage; Rocket Launcher range 180, every 1.45 seconds for 42 damage with 48-radius splash; Plane range 210, every .65 seconds for 34 damage; Helicopter range 180, every .48 seconds for 20 damage. Towers automatically select the nearest living enemy within their range, rotate toward it, and fire colored round projectiles. Give the towers simple cartoon silhouettes: person-like rifle units, a box launcher, a plane with crossed wings, and a helicopter with rotor and tail. Use distinct colors: rifle blue, shotgun red, sniper purple, machine orange, rocket orange-red, plane light blue, helicopter green. Projectiles travel visibly toward targets, expire if they miss, and splash weapons damage nearby enemies for 55% of direct damage. Spawn waves automatically. Wave 1 starts immediately; each wave has 6 + 2*wave enemies, with Hard adding another 2*wave. Spawn enemies one at a time approximately every max(.24, .72 - wave*.025) seconds. After the queue is empty and all enemies are gone, start the next wave. Enemy types are colorful simple round cartoon figures with white eyes, dark pupils, a shadow, and a green health bar: grunt (80 HP, speed 62, reward $8, coral); runner (48 HP, speed 105, reward $7, yellow); brute (260 HP, speed 34, reward
0, purple); boss (950 HP, speed 22, reward $75, navy, larger); swarm (24 HP, speed 130, reward $3, pink, tiny). Wave composition: randomly use runner at roughly 28% probability after wave 1, brute at roughly 12% after wave 3, and swarm at roughly 18% after wave 4; on every fifth wave make the final enemy a boss. Hard makes enemy movement 10% faster; Easy makes it 8% slower; tower fire cooldowns are 10% faster on Hard. Enemies reaching the base cost one life, except bosses cost four, and produce a brief blue burst/screen shake. Destroyed enemies reward cash and create colorful particle bursts. Use lightweight cartoon effects: muzzle flashes, colored particle bursts on placement and hits, enemy hit flashes, shadows under units, and slight screen shake when an enemy reaches the base. Pause must freeze simulation and change its label to Resume. Menu returns to the home screen. If lives reach zero, stop play and show a dark overlay game-over panel reading “Base Lost” and “You reached wave N.” with “Try Again” and “Home Screen” buttons. Try Again resets to
80, 20 lives, wave 0, and an empty battlefield while retaining the selected map/difficulty; Home Screen returns to selection. Keep the canvas responsive to window size and make all controls touch-friendly, with no camera scrolling or zooming.

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