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Wallhold

  • 3d
  • strategy
  • town-builder
  • resource-management
  • defense
  • fantasy
  • browser
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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. Kavin Atichartakarn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wallhold yet. Play it, then tell Kavin Atichartakarn what you would add next.

Make your own game

Wallhold was built by Kavin Atichartakarn 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 Wallhold 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 Wallhold

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 browser-based 3D town-management game titled "Wallhold". Use an orthographic, slightly elevated top-down/isometric camera looking at the center of a compact medieval settlement, with a subtle nearly imperceptible slow scene rotation. The world is a rectangular grassy green clearing with a broad vertical tan-brown road running through its center. In the middle, place a simple low-poly town hall made from warm brown timber/stone-like rectangular volumes with a dark maroon roof, surrounded by four smaller brown houses with matching maroon roofs arranged around it. Place eight small golden-brown rectangular farm plots in a ring farther out. Decorate the surrounding clearing with six stylized low-poly evergreen trees around the edges. At the four corners of the settlement/wall area, show chunky castle wall-corner half-towers in pale tan/orange stone. Use soft shadows, warm directional sunlight, ambient hemisphere lighting, muted fantasy colors, and a clean low-poly/asset-kit aesthetic. The camera should show the full settlement and leave room for a fixed HUD overlay; it should resize responsively while preserving the orthographic composition.

The game is an action-button resource and defense strategy loop. Start with exactly: food 42, wood 28, gold 16, population 6, wall segments 0 out of 20, raid wave 1, town level 1, and health 100%. Display these values in a large dark translucent rounded HUD panel at the upper left using clear icon-like labels (bread/food, wood log, coin, people, brick wall, crossed swords). At upper right, show the instruction text: "Balance food, wood, and gold. Grow the town, then reinforce the wall before the next titan raid." Along the bottom, provide responsive wrapping buttons: "Gather food +6", "Chop wood +5", "Tax gold +3", "Grow town (20 food)", "Build wall (12 wood)", and a visually dangerous red/brown "Survive raid" button. Use dark brown/charcoal panels and buttons with cream bold text, rounded corners, subtle shadows, and green styling for positive economy/growth actions.

Implement these exact interactions and formulas:
- Gather food adds 6 food plus floor(population / 4), then show a temporary notification "Granaries stocked".
- Chop wood adds 5 wood plus floor(population / 5), then notify "Foresters brought wood".
- Tax gold adds 3 gold plus floor(population / 6), then notify "Market taxes collected".
- Grow town costs 20 food only if enough food exists. On success add 2 population and increase town level by 1, with notification "Two families joined the town". Otherwise show "Need 20 food to grow".
- Build wall costs 12 wood only if enough wood exists. Each successful purchase increases wall count by 1, rebuilds/displays one additional wall segment around the settlement, and shows "Wall segment raised". If wall count is already 20, show "The wall is complete"; if wood is insufficient, show "Need 12 wood".
- Arrange potential wall segments around the perimeter: horizontal segments along z=-6 and z=6 for x from -9 through 9, and rotated vertical segments along x=-9 and x=9 for z from -5 through 5. Place up to the first 20 positions as the wall is built, while retaining the four corner towers. Use chunky fantasy castle wall geometry matching the corner towers.
- When "Survive raid" is clicked, calculate threat = wave * 12 and defense = wall * 7 + population * 2 + gold. If defense is at least threat, subtract 2 gold (not below zero), increment wave, and show "Raid repelled — the town stands". If defense is lower, reduce health by threat minus defense (not below zero), increment wave, and show "Raid broke through! Reinforce faster". If health reaches zero, reset health to 100, reduce food by 15 but not below zero, reduce population by 2 but not below 2, and show "The town rebuilt after the fall". Refresh the HUD after every action.

Notifications should appear near the top center as a small pill-shaped dark translucent banner with gold border/text, fading out after about 1.8 seconds. The game has no player avatar, movement, combat controls, timers, or animated enemies: all gameplay is performed through the six HUD buttons, with the raid represented by the calculated state change and notification. Render with Three.js-style 3D meshes, shadows, fog/dark blue-gray background beyond the play area, and responsive mobile-friendly buttons; prevent the HUD from blocking the canvas except for its intended panels and action bar.

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