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Arcade › Tower Clash

Tower Clash

  • 2d
  • strategy
  • tower-defense
  • real-time
  • card-battle
  • lane-battle
  • mobile
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. Adrxn Xx built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tower Clash yet. Play it, then tell Adrxn Xx what you would add next.

Make your own game

Tower Clash was built by Adrxn Xx 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 Tower Clash 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 Tower Clash

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, portrait-oriented 2D canvas lane-battle game titled “Tower Clash.” Use a fixed logical battlefield of 480×860 scaled to fit the browser, with a top HUD area and a bottom card/control area. The camera is a static top-down view of the whole arena.

Arena and teams: draw a bright green grass field with subtle checkerboard stripes. A horizontal blue river, about 44 logical pixels tall, crosses the center; add a pale highlight line in the water and two brown plank bridges centered on the left and right lanes (around x=110 and x=370). Tint the lower half subtly blue for the human player and the upper half subtly red for the AI opponent. The human/player side is at the bottom, while the AI side is at the top.

Place six stationary castle towers: on each side, one central King Tower and two smaller Princess Towers aligned with the two bridges. The player’s towers are blue and the AI towers are red. The King Towers are larger castle blocks with crenellations and a light emblem; Princess Towers are smaller rectangular castle structures. Put health bars above every tower, green for player towers and red for AI towers. Towers automatically attack nearby enemy troops with small glowing projectiles. A destroyed tower becomes darkened/disabled. Destroying the opponent’s King Tower immediately ends the match in VICTORY; losing the player King Tower ends it in DEFEAT.

Core gameplay: this is a real-time resource-based lane battle. Start with 6 elixir, maximum 10. Elixir regenerates one point roughly every 0.52 seconds during the first minute and roughly every 0.35 seconds during the final minute. The match lasts 120 seconds. At time expiry, compare each side’s number of active towers, then total remaining tower HP; award VICTORY, DEFEAT, or DRAW accordingly. The AI automatically chooses an affordable card approximately every 2.6–4.8 seconds and deploys it in a random position on its own upper half near the river. The player can deploy only in the lower half, from just below the river to near the bottom edge, and deployment costs the selected card’s elixir.

Player controls: show four cards at the bottom. Tap/click an affordable card to select it (selected card grows slightly and receives a gold outline), then tap/click a valid location on the player’s lower half to deploy it. Tapping the selected card again deselects it. If a card is unaffordable, render it greyed out and do not select it. After deployment, remove that card from the hand, cycle the deck, and refill the hand. Show a small NEXT preview of the next card.

Use a deck containing two copies of each of these seven original units, with the hand displaying four cards: Mudling (cost 3, a basic melee unit; 280 HP, 45 damage, 1.0-second attack interval, short range, speed 34), Spore Archer (cost 3, 120 HP, 34 ranged damage, 1.1-second interval, 120 range, speed 28; fires a projectile), Boulder Beast (cost 5, 1300 HP, 70 damage, 1.4-second interval, slow speed 18), Spark Bat (cost 2, 140 HP, 30 damage, 0.7-second interval, speed 62), Mite Swarm (cost 3, deploy three small units, each 90 HP and 22 damage with a 0.8-second interval and speed 46), Goliath Snail (cost 6, 2200 HP, 110 damage, 1.6-second interval, very slow speed 14; targets buildings), and Ember Fox (cost 4, 260 HP, 50 damage, 1.0-second interval, speed 26; has a 22-pixel splash radius). Give each troop a visible health bar and a brief deployment puff. Troops move toward their nearest valid enemy target, fight enemy troops when encountered, and otherwise attack towers. Ordinary troops prefer active Princess Towers and can attack the King only when both enemy Princess Towers are destroyed; the Goliath Snail can target buildings directly. Remove dead troops with a colored particle poof. Ranged attacks and tower shots visibly travel as small glowing circular projectiles; Ember Fox attacks affect nearby units/towers in its splash radius.

Character art should be simple original vector/canvas shapes rather than sprites: Mudling is a green player-side or red enemy-side round creature with a pale face and dark eyes; Spore Archer is a small ochre/purple mushroom-like archer with a stem/bow detail; Boulder Beast is a large brown/red stone with darker rock spots; Spark Bat is a cyan/red angular bat with white eyes; Mite Swarm consists of small pink/cyan round mites; Goliath Snail is a large green/purple snail with a prominent cream spiral shell and eyestalks; Ember Fox is an orange/red round fox with pointed ears, white eyes, and a yellow muzzle. Use side-specific color variants for player and AI, soft oval ground shadows, and draw troops sorted by vertical position so lower units appear in front. Add small colored particle bursts on deployments and destruction.

HUD: at the top center, show the remaining countdown in a dark rounded rectangle with gold Bungee-style text, formatted as minutes and two-digit seconds, starting at 2:00. At the bottom, show a dark rounded elixir bar with 10 segmented slots, filled segments in vivid purple, the current numeric amount, and the label ELIXIR. Beneath it, center four rounded rectangular cards; each card has a colored character panel, a miniature unit illustration, a purple circular cost badge, and a dark name strip with the unit name (truncate long names if necessary). Unaffordable cards are greyed. Place the small NEXT label and card preview to the left of the hand. When a card is selected, show the hint “Tap your half to deploy.” Use a dark green page background, responsive sizing, touch-friendly input, and a bold rounded display font similar to Bungee.

When the match ends, pause simulation and display a centered dark translucent rounded overlay with large gold result text (VICTORY, DEFEAT, or DRAW) and a gold “Play Again” button. Clicking it fully resets towers, troops, projectiles, particles, timer, elixir, deck, and result state.

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