User prompt
Elemental Tower Defense: Wizard's Maze
Initial prompt
i want you to create a classical 2d tower defense game. there shall be multiple individual levels that player unlocks next level by beating the previous one and starting from level 1. there shall be a total of 20 levels with increasing difficulty. in this game 10 different type of enemies will enter from one or more entrance points to a maze that leads to home base. at first five levels, always have one entrance point only. from levels 6-15 there shall be no more than 2 entrance points. for the last 5 levels you may select upto 3 entrance if you want but not mandatory. but there is one rule. if there are more than one entries, paths of those different entries shall merge before 65% length of the longest path of maze to home base. also different entry points shall have an individual path not crossing or merging with another for a lenght of at least 35% of longest path to home base. mazes shall be long enough to keep the game playable but also short enough that the game is not too easy. maze will be defended by 5 different type of wizards placed around the maze on tower(s). tower numbers shall be reasonable to maze structure and length. wizards will be fire wizard, ice wizard, nature wizard, dark wizard and light wizard. each wizard will shoot spells including both magic and their elemental damage. base elemental damage will be 100 and base magic damage will be 100. wizards shall be mergeable on towers (only) so their elemental damages merges but magic damages only multiplies by 1.5. for example if two level 1 ice wizard with 100 ice damage and 100 magic damage is merged they will become 1x level 2 ice wizard and with 200 ice damage and 150 magic damage. if one level 1 ice wizard and one level 1 fire wizard is merged then it will become an IF wizard that shoot 100 ice damage, 100 fire damage and 150 magic damage. for creating name of combined wizard you can simply merge first letter if their elemental damages are different. new name letters shall be alphabetical order. only same level wizards can be merged to form one higher level. for example player cannot merge a level 2 and level 1 wizard. but two level 2 wizards can be merged to form a level 3 wizard. there will be no limit of level of wizards. home base will have a base HP scaling with difficulty of each level. whenever an enemy enters to home base, its remaining HP shall be deducted from home base HP. players will select desired wizard type from the menu on bottom and drag them into the tower they desire. players shall spend their gold for hiring wizard to defend the home base. whenever the wizard is placed on tower it will be ready to fire if level is started. level 1 wizards will be 500 gold. players shall also have the choice of hiring a higher level wizard if they want and each level wizard cost shall be %80 high than previous level of wizard. for example a level 1 ice wizard will be 500 gold but a level 2 fire or nature or dark wizard will be 900 gold. player shall be able to select level of the wizard with a + and - signs next to wizard selection box. when a wizard is hired from the box which is higher than level 1, its damage shall be calculated same as merging scenario. for example if player hires a level 3 wizard its damage scale shall be a merge of two level 2 wizards. players will start with 1000 gold to first level and following levels shall have increasing gold according to the increased difficulty (we can later define each levels starting gold). when player kills an enemy its initial HP will be earned as a gold. enemies have reasonable HP so a player shall enough resource to hire new wizards until the end of the level but also not be able to be overpowered to clear level too easily. each level have a specific number of waves and specific number of enemies in each wave. wave per level will be 7, 8, 10, 11, 13, 14, 16, 17, 19, 20, 22, 23, 25, 26, 28, 29, 31, 32, 34, 35 from level 1 to level 20. each wave also have 10-20 random number of enemies from level 1 to 5, 15-25 random number of enemies for level 6-10, 20-35 for levels 11-15 and 35-50 for levels 16-20. players shall be able to start the level whenever they want. however once the level is started they either win or fail the level. however there shall be a pause button. when game is unpaused a countdown shall inform player with a countdown from 3 to give them a breathing space.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
Fort to defend. In-Game asset. 2d. High contrast. No shadows
bulky warrior like a tank. In-Game asset. 2d. High contrast. No shadows
fast and slim warrior to represent speed. In-Game asset. 2d. High contrast. No shadows
in game asset, colored, 2d warrior, face covered with helmet
dark wizard 2d in game asset. In-Game asset. 2d. High contrast. No shadows
mostly transparent grey circle. In-Game asset. 2d. High contrast. No shadows
top view, stone high tower.. In-Game asset. 2d. High contrast. No shadows
a fire wizard. In-Game asset. 2d. High contrast. No shadows
cornerstone 2d in game asset from top view
2d in game asset ice wizard. In-Game asset. 2d. High contrast. No shadows
2d in game asset nature (green) wizard.
2d in game asset light (yellow) wizard.
magic bolt traveling in air
2d, top view, very light grey, very very very small tiled (at least 1000 tiles), cobblestone road texture