Your knights and a goblin warband face each other across a single sand lane.

Spend gold on summon cards, hold the line where they meet, and burn down the goblin camp before the clock runs out.

Eight hand-tuned battles. Most are decided in the minute after the lines meet — but the last one is a wall, and it is meant to be.


## Between battles

Each battle is rated out of three swords on how much of your tower survived — above 85% earns three, above 50% earns two. Victory pays gold scaled the same way.

Spend it in the **Barracks** on permanent training: three levels per class, each worth +12% health and power. A flawless run banks enough for a meaningful slice,not the lot, so which classes you invest in is a real choice. Replaying pays outagain, which is the reason to go back for three swords.

Battle eight is the battle the Barracks exists for.


## Eight battles, eight places

The field is never the same twice — a lush riverside with surf and a rubber duck, a windy highland with leaves blowing across, grey rain, a still teal marsh under mist, low golden evening sun, a thunderstorm with lightning, and finally the goblin camp at night with embers rising off it. Each has its own ground palette, weather and music.


## Controls

InputAction
Tap / click a card Summon that unit
Speed button / `Space`Cycle 1× / 2× / 3×
Gear / `P` / `Esc`Pause 

Your army is capped at 8 on the field, so slots are a resource.


**Art:** the wonderful [Tiny Swords]) pack by **Pixel Frog**. All sound is synthesised in the browser — the pack ships no audio.

**Code:** written from scratch in vanilla JavaScript and Canvas 2D, with no engine, no framework and no build step, in collaboration with Claude Code.

Updated 3 days ago
Published 4 days ago
StatusReleased
PlatformsHTML5
AuthorSaiss
GenreStrategy
Made withPhaser
Tags2D, Casual, Fantasy, Medieval, mobile, Pixel Art, Short, Singleplayer, Tower Defense
AI DisclosureAI Assisted, Code, Sounds

Development log

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