Skip to content

Arcade › Tower vs Goblins

Tower vs Goblins

  • 3d
  • tower-defense
  • action
  • fantasy
  • medieval
  • wave-survival
  • mobile-friendly
0
Remix it Discord

9 plays ·added August 18, 2026

About Tower vs Goblins

Defend your empire with strategic tower placements and manual aiming in **Tower vs Goblins**. Upgrade your defenses, recruit soldiers, and fend off surprise attacks from relentless goblin hordes as you navigate a dynamic medieval landscape filled with rocks, barricades, and swaying trees.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Owoiya Emmanuel built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tower vs Goblins yet. Play it, then tell Owoiya Emmanuel what you would add next.

Make your own game

Tower vs Goblins was built by Owoiya Emmanuel 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 vs Goblins 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 vs Goblins

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 playable 3D browser tower-defense action game titled “Tower vs Goblins.” Use a Three.js-style scene viewed from a high, fixed third-person/isometric perspective: the camera is positioned above and slightly in front of the central castle, looking down at the origin, with the whole green battlefield visible. The visual style is low-poly medieval fantasy using Quaternius/Kenney-like GLB assets, flat-shaded stone and wood, simple bright materials, hard directional sunlight, soft fog, and strong cast shadows. The screenshot/gameplay view should read clearly on a small mobile screen: a dark green grassy field, central round/square stone tower with stacked wall layers and a brown octagonal top, a small warrior standing on the roof, ballista props and glowing green crystals on the tower, and a yellow circular crosshair over the tower/field. Surround the central tower with paths, scattered grass and bushes, six swaying pine/oak trees, low-poly gray rocks, wooden barricades, and four small two-level outpost towers around the empire. The world is approximately an 80x80 ground plane, with brown dirt approach paths leading inward. Use a blue-gray foggy sky/lighting atmosphere, warm sun, and visible shadows.

Game loop and goal: the player defends the central tower from successive waves of large animated green/gray orc-like goblin enemies. Start at Wave 1; each normal wave spawns 5 + wave number*2 enemies at a distance of roughly 22–28 units around the tower, distributed around a circle. Enemies run directly toward the origin with animated running/walking cycles. Normal enemies have about 35–60 health and speed 1.8–3.0; 25% are armored, with about 70–90 health and speed 1.2. When an enemy reaches within about 3.2 units of the center, it damages the tower for 12 health and is removed. The tower begins with 100/100 health; show its health as a wide red/orange bar along the bottom center. If health reaches zero, do not permanently end the run: clear active enemies/projectiles, reduce health to at least 35 or about 55% max health, subtract 15 gold, briefly recover, then launch a fresh wave. Clearing all enemies completes the wave, pauses the action, awards 1000 + wave*250 gold, and opens the upgrade screen; a Start Next Wave button advances the wave and spawns the next group.

Player combat is manual aiming from the rooftop. Track horizontal aim from mouse/touch position, rotate the warrior toward it, display a large yellow ring-and-cross crosshair at the pointer, and turn it red/enlarge it when it is close to an enemy projected on screen. Clicking/tapping the battlefield or pressing Space fires when not paused; also include a large mobile FIRE button at bottom right. Support optional Auto-Fire enabled by default, which fires at the current fire-rate while enemies exist. Projectiles visibly travel with gravity and collide with enemies, applying knockback. The default Arrow weapon deals 12 damage, fires about every 0.55 seconds, travels at speed 28, and has one shot; arrow projectiles are visible and oriented along their flight direction. At the beginning, after the lobby, pause on a “Choose Your Weapon” panel with five selectable cards: Arrow (precise arc/multi-shot), Gun (rapid straight shots, damage 7, fire rate 0.18, speed 42, use simple silver barrel/dark grip projectile), Bomb (damage 28, fire rate 1.1, speed 17, green/yellow bomb that explodes for area damage), Self Defense (damage 18, fire rate 1.4, close-range radius blast with a brief green flash and blue shield effect), and Rocket Launcher (damage 45, fire rate 1.7, speed 14, green rocket with fins, homing tendency and a large explosion). Explosions should visibly flash orange and apply splash damage: bomb radius about 3, rocket radius about 4–4.2. Rockets and bombs can home slightly toward nearby enemies; non-explosive shots disappear on ground impact or timeout. Play a warrior idle animation and a short attack animation on firing; play enemy run animations and show a brief green death flash when an enemy dies.

Economy and progression: display a top-center dark translucent HUD panel with bordered medieval styling and labels for Wave, Enemies, Gold, and Weapon/weapon level. Start the actual game state with generous gold (10000 in the source behavior; render the live current amount), and award 250 + wave*50 gold per enemy kill. Between waves provide an Upgrades panel with buttons and live costs: Damage +10, initially cost 25 + floor(damage/3); Fire Rate improvement, cost 30 + floor((0.9-fireRate)*50), reducing fire interval by 0.08 down to 0.22; Multi Shot +1, cost 45 + 25 per existing extra shot, capped at 4 for the standard upgrade; Tower Health +20 for 20 gold; Build Tower Higher for 60; Recruit Defenders for 35; Upgrade Current Weapon for 50; and Build Outpost Tower for 80. The current weapon upgrade increases weapon damage by approximately 15% plus 4, reduces fire interval by 10% down to 0.15, increases weapon level, and adds one extra shot for arrow/gun up to five. Building higher adds another complete ring/layer of four stone wall segments, raises the roof warrior, and may add a crystal. Tower health upgrade increases max and current health by 20. Recruiting creates two small animated soldier defenders on the central roof; each automatically targets the nearest enemy within 18 units and fires a green shot every 1.2 seconds. The initial four outposts each have small two-layer stone walls and an automatic defense that targets the nearest enemy within 25 units and fires an orange shot every 1.4 seconds. Building an outpost costs 80, places a small two-layer tower at a random outer location around 14–20 units away, and gives it the same automatic defense.

Add occasional surprise attacks during an active wave: after roughly 18 seconds, with a random chance, show a temporary dark red “SURPRISE ATTACK!” banner and spawn 4–6 extra orcs much closer, about 8–13 units from the tower, with health around 30–45 and speed 2.5. Keep all combat paused while menus are open. Include a lobby before play with a dark green storybook-style background, large yellow outlined “TOWER VS GOBLINS” title, subtitle “Defend your empire from the goblin hordes,” START GAME and SETTINGS buttons. Include a loading screen with a bright blue-to-green landscape gradient, yellow title, simple castle graphic, loading progress bar, “Loading towers & goblins…” and the tip “Aim for the fastest goblins first.” The settings panel should provide Volume slider, Auto-Fire checkbox, Difficulty slider from 0.5x to 2x, and Particles & Effects checkbox. Include an UPGRADES button at the top right during play, a bottom-left “RECRUIT FROM CASTLE • 35G” button, a settings gear at top right, and responsive mobile CSS so the HUD, menus, fire button, and crosshair remain usable on narrow screens. Use no invented win condition beyond surviving/advancing waves; the core experience is manual aiming plus strategic upgrades and automated defenders against endless goblin waves.

More free browser games

Browse the whole Arcade →