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TURRET

  • 2d
  • tower-defense
  • idle
  • arcade
  • minimalist
  • survival
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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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about TURRET yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

TURRET was built by Oleg Sidorkin 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 TURRET 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 TURRET

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 minimalist 2D-style idle turret defense game titled "TURRET" using a Three.js orthographic camera and a dark, almost black interface. The main playfield should occupy the left side of a desktop layout, with a 320px-wide dashboard on the right; on narrow/mobile screens stack the battlefield above the dashboard. Use a nearly black #050505 battlefield, charcoal panels, thin dark-gray borders, muted gray labels, and a restrained red accent (#c8102e), with Inter and Space Grotesk-like typography.

Gameplay view: show a clean rectangular battlefield with faint vertical side frame lines near the edges, a faint horizontal top line, and a subtle ground line near the bottom. Place a stationary geometric turret at the bottom center: a dark charcoal, low-poly four-sided base, with a light-gray narrow triangular/cylindrical barrel rising from it and a small red marker at the barrel tip. The turret automatically aims generally toward the closest approaching enemy. Enemies are tiny bright-white point-like dots/squares descending vertically from the upper battlefield toward the turret in a spread across the width. Render them as a swarm of simple points, with no detailed character art. Projectiles are very short red line streaks fired automatically from the turret tip toward the closest enemy. On impact, show floating red damage numbers that rise and fade; critical hits use yellow text and a larger size.

Core rules: begin at wave 1 with 8 enemies (enemy-count setting can change the number from 3 to 30; cap each wave at 40). Spawn enemies near the top around y=4.5, distributed across approximately 5.5 world units with slight random offsets. Each wave contains roughly the configured enemy count plus 0.6 per wave, and waves automatically advance and spawn when all enemies are dead or have breached. Enemies travel downward toward the turret. Normal enemies have base speed 1.2 and hit points 5 + 1.4 per wave. If an enemy reaches the bottom/base, remove it and subtract 6 from BASE health; start BASE at 100. When health reaches zero, stop gameplay and show the game-over state in the overclock area as "GAME OVER — WAVE [number]" and "PRESS R TO RESTART"; pressing R resets the entire game, upgrades, currency, kills, health, and wave.

The turret auto-fires at a rate based on FIRE RATE, choosing the nearest enemy within its range threshold. Start with DAMAGE 8, FIRE RATE 1.8 shots/second, KNOCKBACK 0.4, RANGE FALLOFF 7.5, CRIT CHANCE 8%, and CRIT DAMAGE x2.0. Shots use range falloff: damage decreases with distance but never below 35% of the shot's damage. Each hit has a critical chance and applies the critical multiplier when successful. Hits push the enemy slightly downward/back away from the turret using knockback. Destroyed enemies award 8 plus floor(0.8 * current wave) currency and increment the kill counter. Give projectiles a short finite lifetime and remove them on collision or expiry.

Include a temporary OVERCLOCK ability activated by clicking/tapping the battlefield, clicking the OVERCLOCK button, or pressing Space. It lasts 4.2 seconds, doubles the turret's fire rate, increases knockback by 1.5x, and slows enemy movement to 60%. The button should switch to a red active state and display the remaining seconds while active, then return to "OVERCLOCK" with the hint "TAP FIELD TO BOOST". It can be activated again whenever desired, including while already active.

Dashboard/UI: at the top, make a horizontal control bar with SPEED buttons 1x, 2x, and 4x (1x selected initially), an ENEMIES range slider from 3 to 30 showing its current value (8 initially), and ZONE buttons NORMAL, RED, BLACK (NORMAL selected initially). Put an "IDLE TURRET" label at the far right. Speed changes multiply simulation time and affect movement/projectiles. Zone selection changes newly spawned/current-wave enemies: NORMAL uses pale #eeeeee enemies, base speed and normal HP; RED uses #cc3333 enemies, 1.35x speed, and 0.85x HP; BLACK uses #888888 enemies, 0.7x speed, and 1.6x HP. If a zone is changed during an active wave, clear and respawn that wave using the selected zone rules.

In the right dashboard header, display the current yellow currency count, "WAVE [number] / [kills] KILLS", and "BASE [health]". Below it, provide upgrade rows for DAMAGE, FIRE RATE, KNOCKBACK, RANGE, CRIT CHANCE, and CRIT DMG. Each row shows its level and current value, a yellow currency cost, and a LVL UP button disabled when unaffordable or after game over. Start every stat at level 1. Upgrading increases the stat by its own multiplier: damage x1.25, fire rate x1.18, knockback x1.35, range x1.12, crit chance x1.30, crit damage x1.15. Upgrade costs start at 12, 15, 18, 10, 22, and 25 currency respectively, then scale by floor(base cost * 1.55^(level-1)). Keep a compact summary below the ability showing DMG, RATE, CRIT percentage, and critical multiplier.

Keep the presentation deliberately sparse and precise: no background scenery, no explosions or elaborate sprites, no player movement, and no manual aiming. Use crisp low-poly/point/line geometry, subtle borders, small HUD text, and the turret and red projectile/damage accents as the main visual color. Make the game continuously playable as an automatic wave-defense/idle experience, with responsive resizing and touch-friendly controls.

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