Lane Siege
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
| Input | Action |
| 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.




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