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Whisker Tactics

  • 3d
  • tactics
  • roguelike
  • turn-based
  • grid
  • mobile
  • procedural
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. Hyper X built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Whisker Tactics yet. Play it, then tell Hyper X what you would add next.

Make your own game

Whisker Tactics was built by Hyper X 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 Whisker Tactics 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 Whisker Tactics

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 mobile-friendly, desktop-playable turn-based tactics roguelike called “Whisker Tactics” in a clean neon-on-dark 3D style. Use an orthographic, slightly elevated isometric camera looking at a small square 12x12 grid, with a dark navy/black background, subtle fog, soft hemisphere and directional lighting, and simple low-poly geometry. The board should be procedurally regenerated for each floor: begin mostly as walls, carve a guaranteed connected winding route from coordinate (1,1) to the opposite-side exit at (10,10) using a randomized biased walk, widen some corridors, and randomly open additional floor cells. Render walkable cells as alternating dark blue checkerboard tiles, walls as taller blue-purple blocks, and the exit as a glowing gold tile overlay. Keep the whole board centered in view.

The player is a bright cyan/aqua cat-like token represented by a small capsule standing on the grid. Start each floor at (1,1) with 14/14 HP, attack power 4, and 0 fish. Place 2 enemies on floor 1, scaling to a maximum of 8 with increasing floor number; enemies are bright red/pink rounded blob/sphere tokens, have 6+floor-scaled HP and floor-scaled attack power, and must be placed on open cells away from the player and exit. Place 2 cyan fish pickups initially, scaling up to at most 5; render fish as glowing cyan torus/ring pickups lying over a tile. Give tokens a tiny idle bobbing animation and make fish rotate slowly.

Implement strict turn-based rules. The player gets one action per player turn: either move exactly one orthogonally adjacent tile or perform a melee attack against an adjacent enemy. A tile must be selected/highlighted first and tapped a second time to confirm movement; highlight the selected tile with a translucent blue square. Do not allow movement through walls, outside the grid, or onto enemies. Moving onto a fish collects it, removes the pickup, and increases the fish count by 1. Tapping an adjacent enemy attacks immediately; keyboard movement into an adjacent enemy also attacks. Damage is the base attack plus a random -1, 0, or +1, with minimum damage 1. Defeated enemies disappear and have a 25% chance to grant one fish. Once the one action is spent, require the player to press End Turn; then enemies act one at a time with a short readable delay. Each enemy attacks for randomized melee damage if adjacent to the player; otherwise it greedily moves one orthogonal step closer, avoiding walls, enemies, and the player. If player HP reaches zero, end the game.

Include a Heal action that consumes one fish and restores 6 HP up to the 14 HP maximum; disable it when there is no fish, HP is full, it is the enemy turn, or the game is over. Healing does not itself consume the movement/attack action, matching the original controls. Reaching the gold exit immediately advances to the next procedurally generated floor, whether or not enemies remain. Increase floor number and regenerate the board; show a short toast such as “Floor N” or “Exit! Next floor…”. A New Floor button should reset the run to floor 1 and regenerate. On defeat, show a game-over message telling the player to tap New Floor to retry.

Build a fixed responsive HUD over the canvas. At the top, show the large bold title “Whisker Tactics” on the left and a right-aligned instructional hint that changes between player-turn instructions, “Action spent — hit End Turn.”, “Enemy turn…”, and the all-clear exit hint. At the bottom, show a translucent blurred dark rounded panel with a stats line containing Floor, HP current/max, Fish, Enemies remaining, and Turn, followed by three large rounded buttons in a three-column row: Heal, blue-emphasized End Turn, and New Floor. Below them show: “Mobile: tap tiles • Desktop: WASD/Arrows move • Space ends turn • H heals”. Support pointer/touch input on the 3D canvas and desktop WASD/arrow keys; Space or Enter ends the turn, and H heals. Ignore canvas taps when a UI button is pressed. Use compact system UI typography, pale blue-white text, disabled button opacity, subtle borders, and small temporary toast notifications for blocked moves, damage, pickups, healing, and game-over feedback.

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