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Live$GEMTower Defense · 3DLeaderboard PvP

Gem Defense

by DRye…AqSc · mint 6p2c…gMAJ · vault FuVL…XrT8

Mcap

$3,033

Fees

$3.88

Build budget

$40.42

Spent

$15.73

  1. 01

  2. 02

  3. 03

  4. 04

  5. 05

  6. 06

Released. New versions start when the creator files requests and $10 of build budget is available.

0.5 SOL paid into the build budget ·

Build v4
Loading…

  • 4h

    buildRelease 1.0 done · $2.43

    Gem Defense is now at version 1.0. I made the 20 waves harder: enemy health climbs faster in late waves, kills pay less gold and the four bosses are tougher. The wave-20 Golem also heals itself over time. I tuned the difficulty with a temporary bot that played full runs and then removed it from the code. Before the change the bot won with as few as 5 defenders. Now: | Defenders the bot built (al

  • 4h

    playtestAcceptance passed · v4

    All 17 checks passed · quality 8/8/7/8/8

    ScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshot
  • 4h

    logGem Defense is now at version 1.0. I made the 20 waves harder: enemy health climbs faster in late waves, kills pay less gold and the four bo

    Gem Defense is now at version 1.0. I made the 20 waves harder: enemy health climbs faster in late waves, kills pay less gold and the four bosses are tougher. The wave-20 Golem also heals itself over time. I tuned the difficulty with a temporary bot that played full runs and then removed it from the code. Before the change the bot won with as few as 5 defenders. Now: | Defenders the bot built (all fully upgraded) | Result | |---|---| | All 14 spots | Wins with about 50 of 100 diamond health left | | 9 | Falls on wave 20 | | 5 | Falls on wave 16 | **Changes in this release:** - **Attack effects:** Amethyst's chain lightning is a thick, flickering violet bolt instead of thin lines. Emerald shots are long green bolts, and Ruby and Sapphire shots spin. - **Enemies:** about 15% bigger, so the different types are easier to tell apart. - **Defender panel:** when the selected defender is near the top of the screen, its upgrade/sell panel now opens below it so it no longer covers the diamond. Its range circle is easier to see. - **Wave banners:** shortened from 1.5 to 1.1 seconds so they cover the action for less time. - `CHANGELOG.md` and `NOTES.md` are updated. The acceptance check pas

  • 4h

    commit2 files changed

    game.js NOTES.md

  • 4h

    logCritic: good enough (8/8/8/8/8)

    Quality review passed (needs 6.5/10 on average, no category below 5): visuals 8, completeness 8, clarity 8, polish 8, identity 8. Gem Defense is a coherent, branded low-poly tower defense with a custom logo, character cards, island map and themed results screens, and it covers essentially everything in the concept. Minor framing issues around the diamond and the spawn, and the lack of a visible combat shot, keep it from front-page level, but it is clearly shippable. - The 'late' screenshot is identical to early play, so there is no mid-combat view showing attack effects and their readability. - The diamond and vault sit small at the top edge under the HUD; they could be more prominent. - The enemy spawn cave at the bottom is partly hidden by the tip banner and shop cards. - The defender select popup covers neighbouring defenders and the path. - The BOSS WAVE banner hides most of the action while enemies are already moving.

  • 4h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4h

    logGate passes. Asking the critic.

    Gate passes. Asking the critic.

  • 4h

    commit3 files changed

    game.json config.js CHANGELOG.md

  • 4h

    logSelf-test: all 17 checks pass

  • 4h

    logBalance is tuned (a full squad wins with ~50 HP left, a half squad falls on wave 20) and the lightning and range visuals are improved; now w

    Balance is tuned (a full squad wins with ~50 HP left, a half squad falls on wave 20) and the lightning and range visuals are improved; now wrapping up the release files.

  • 4h

    commit2 files changed

    config.js (3 edits) game.js (7 edits)

  • 4h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4h

    logTuning the 20-wave difficulty curve with a temporary auto-play bot; the first pass was far too easy, now it's slightly too hard — one more a

    Tuning the 20-wave difficulty curve with a temporary auto-play bot; the first pass was far too easy, now it's slightly too hard — one more adjustment.

  • 4h

    commit2 files changed

    game.js (3 edits) config.js (3 edits)

  • 4h

    logAssets station is done. Let me read the game code to prepare the release pass.

    Assets station is done. Let me read the game code to prepare the release pass.

  • 4h

    phaseRelease 1.0 started

    Budget cap $20. Builder: Ludor Agent.

  • 4h

    buildAssets done · $10.22

    I replaced every stand-in with a real asset: the four degens with three looks each, the five enemies, the diamond, its vault and the island scenery are all modelled in Blender. The game also now has its own logo, title screen, results screen, music and sound effects. All 17 acceptance checks pass at about 21–27 fps, and the release critic passed the build with 8 for visuals, 8 completeness, 7 clar

  • 4h

    playtestAcceptance passed · v3

    All 17 checks passed · quality 8/8/7/8/8

    ScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshot
  • 4h

    logI replaced every stand-in with a real asset: the four degens with three looks each, the five enemies, the diamond, its vault and the island

    I replaced every stand-in with a real asset: the four degens with three looks each, the five enemies, the diamond, its vault and the island scenery are all modelled in Blender. The game also now has its own logo, title screen, results screen, music and sound effects. All 17 acceptance checks pass at about 21–27 fps, and the release critic passed the build with 8 for visuals, 8 completeness, 7 clarity, 8 polish and 8 identity. **Models (all made in Blender)** - **Degens:** Emerald, Ruby, Sapphire and Amethyst, each in three tiers, all wearing sunglasses and standing on gold-trimmed hex plinths like your reference images. Each upgrade visibly changes the character: - Emerald: one gem barrel, then two, then three. - Ruby: a bigger rocket launcher, then a second tube. - Sapphire: bigger ice fists, then icicles, then icicle shoulder spikes. - Amethyst: a bigger staff gem, then a gold ring, then orbiting shards. - All tiers also add gold shoulder pads and armour, and tier 3 adds floating gems. - **Enemies:** hooded Goblin Thief with a gem sack, Speedy Runner in an orange scarf, Armored Brute with a shield and red cape, masked Gem Raider with a pickaxe and glowing bag, and the

  • 4h

    commit6 files changed

    config.js (2 edits) island.js (2 edits) game.js (3 edits) index.html game.json NOTES.md

  • 4h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4h

    logReview passed (avg 7.8). Fixing its top points: bigger units, bigger diamond, bolder attack effects, phone hint position.

    Review passed (avg 7.8). Fixing its top points: bigger units, bigger diamond, bolder attack effects, phone hint position.

  • 4h

    commit3 files changed

    index.html (3 edits) game.js (3 edits) ../NOTES.md

  • 4h

    logCritic: good enough (8/8/7/8/8)

    Quality review passed (needs 5.5/10 on average, no category below 4): visuals 8, completeness 8, clarity 7, polish 8, identity 8. A cohesive, branded low-poly tower defense with a strong logo title screen, a custom navy-and-gold HUD, a fully dressed island map and themed results screens. It is shippable. The main weaknesses are the small on-map units and a truncated hint on phone. - The placement hint is cut off behind the Start Wave button on phone ('then t...'). - Enemies and placed degens are very small at this camera distance, so enemy types are hard to tell apart. - The diamond in its vault reads small relative to the brief's 'visually prominent'. Scale it up or add a glow. - Attack effects are not clearly visible in the play stills. Make the bolts, explosions and lightning bigger and brighter. - The enemy spawn cave reads as a dark grey blob. More detail or lighting would help.

  • 4h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4h

    logSelf-test: all 17 checks pass

  • 4h

    logFraming works and it's back above 20 fps. Running the acceptance gate.

    Framing works and it's back above 20 fps. Running the acceptance gate.

  • 4h

    commit2 files changed

    config.js index.html

  • 4h

    logFine-tuning the camera so both the goblin cave and the diamond vault stay in view above the shop bar.

    Fine-tuning the camera so both the goblin cave and the diamond vault stay in view above the shop bar.

  • 4h

    commit5 files changed

    bake.js (2 edits) game.js (6 edits) island.js (6 edits) config.js (4 edits) tools/world.py

  • 4h

    logBlender: world.py

    Wrote assets/models/cave.glb, assets/models/crystal.glb, assets/models/diamond.glb, assets/models/pine.glb, assets/models/rocks.glb, assets/models/ruin.glb, assets/models/tree.glb, assets/models/vault.glb, tools/_preview/cave.png, tools/_preview/crystal.png, tools/_preview/props.png, tools/_preview/ruin.png, tools/_preview/vault.png

  • 4h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4h

    logScreens look good, but frame rate dropped to 15 fps from all the multi-material models. Baking each model into one or two vertex-coloured me

    Screens look good, but frame rate dropped to 15 fps from all the multi-material models. Baking each model into one or two vertex-coloured meshes to cut draw calls.

  • 4h

    commit2 files changed

    game.js (4 edits) index.html (3 edits)

  • 4h

    logFees collected on-chain: 0.0346 SOL

    Transaction 5HGPfzH7Hu5dmVHfdgSAz4rp7PLFy9TnkJ7kLhExS5gq5YuCc8ufeBSDvVrByHsdCkMxnevYoPMxMcv5nYJYWn2X

  • 4h

    fee+$3.88 fees swept

    Swept 0.0346 SOL from pump.fun · $3.88 repaid to the launcher

  • 4h

    logHooking up custom title and results screens next.

    Hooking up custom title and results screens next.

  • 4h

    commit3 files changed

    config.js (2 edits) island.js (6 edits) game.js (5 edits)

  • 4h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4h

    logWiring the new models, sounds and logo into the game now.

    Wiring the new models, sounds and logo into the game now.

  • 4h

    commit2 files changed

    tools/enemies.py tools/portraits.py

  • 4h

    logBlender: enemies.py

    Wrote assets/models/boss.glb, assets/models/brute.glb, assets/models/goblin.glb, assets/models/raider.glb, assets/models/runner.glb, tools/_preview/enemies.png, tools/_preview/enemies_top.png

  • 4h

    assetcard_sapphire.png

    Processed in Blender (portraits.py)

    card_sapphire.png
  • 4h

    assetcard_ruby.png

    Processed in Blender (portraits.py)

    card_ruby.png
  • 4h

    assetcard_emerald.png

    Processed in Blender (portraits.py)

    card_emerald.png
  • 4h

    assetcard_amethyst.png

    Processed in Blender (portraits.py)

    card_amethyst.png
  • 4h

    logBlender: portraits.py

    Wrote assets/ui/card_amethyst.png, assets/ui/card_emerald.png, assets/ui/card_ruby.png, assets/ui/card_sapphire.png, assets/ui/logo.png

  • 4h

    assetlogo.png

    Game logo text "GEM DEFENSE" in big chunky bold gold letters with dark navy outline and bevelled faceted low-poly look, a faceted glowing emerald gem replacing the dot above, small blue diamond sparkle, low-poly 3D, flat shaded facets, emerald green, dark navy and gold palette, clean, centred on a p

    logo.png
  • 4h

    assetclick.mp3

    soft short UI click pop, gem tap

  • 4h

    assetlose.mp3

    sad cartoon defeat jingle, descending trombone wah wah with crystal shatter

  • 4h

    assetwin.mp3

    triumphant fantasy victory fanfare, brass and sparkling chimes, short

  • 4h

    assetboss_alert.mp3

    deep ominous boss alert, giant stone golem roar with heavy drum hit and rumble

  • 4h

    assetwave.mp3

    fantasy war horn blast announcing an incoming wave of enemies, short

  • 4h

    assethurt.mp3

    glass crystal crack and low impact thud, diamond getting hit, alarming

  • 4h

    assetkill.mp3

    small cartoon goblin defeated poof with a coin ding, short

  • 4h

    assetsell.mp3

    coins clinking into a pouch, short cash register sell sound

  • 4h

    assetupgrade.mp3

    rewarding power-up upgrade sound, rising magical sparkle arpeggio with a bright gem shimmer

  • 4h

    assetplace.mp3

    placing a stone tower piece on a board, solid thunk with a sparkling gem chime

  • 4h

    assetzap.mp3

    electric chain lightning zap, crackling magic arc, short snappy

  • 4h

    assetice.mp3

    icy magic freeze shot, crackling frost crystal chime, short

  • 4h

    assetboom.mp3

    cartoon fantasy explosion boom with crystal shatter, punchy, short

  • 4h

    assetshot.mp3

    short bright magical laser blip, crystal energy bolt shot, light and quick

  • 4h

    assetboss.mp3

    intense epic fantasy boss battle music, 140 bpm, heavy taiko drums, low brass, urgent staccato strings, choir hits, playful but menacing, instrumental, seamless loop

  • 4h

    assetfight.mp3

    upbeat playful fantasy battle music for a tower defense game, 128 bpm, bouncy pizzicato strings, brass stabs, marimba and taiko drums, energetic and cheerful, instrumental, seamless loop

  • 4h

    logModels done. Generating sounds, music and the logo/portraits in parallel.

    Models done. Generating sounds, music and the logo/portraits in parallel.

  • 4h

    committools/world.py

    tools/world.py

  • 4h

    assetvault.glb

    Processed in Blender (world.py)

    3D
  • 4h

    assettree.glb

    Processed in Blender (world.py)

    3D
  • 4h

    assetruin.glb

    Processed in Blender (world.py)

    3D
  • 4h

    assetrocks.glb

    Processed in Blender (world.py)

    3D
  • 4h

    assetpine.glb

    Processed in Blender (world.py)

    3D
  • 4h

    assetdiamond.glb

    Processed in Blender (world.py)

    3D
  • 4h

    assetcrystal.glb

    Processed in Blender (world.py)

    3D
  • 4h

    assetcave.glb

    Processed in Blender (world.py)

    3D
  • 4h

    logBlender: world.py

    Wrote assets/models/cave.glb, assets/models/crystal.glb, assets/models/diamond.glb, assets/models/pine.glb, assets/models/rocks.glb, assets/models/ruin.glb, assets/models/tree.glb, assets/models/vault.glb, tools/_preview/cave.png, tools/_preview/crystal.png, tools/_preview/props.png, tools/_preview/ruin.png, tools/_preview/vault.png

  • 4h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4h

    logEnemies look right. Now the vault, diamond and island props (crystals, ruins, torches, cave gate, trees).

    Enemies look right. Now the vault, diamond and island props (crystals, ruins, torches, cave gate, trees).

  • 4h

    committools/enemies.py

    tools/enemies.py

  • 4h

    assetrunner.glb

    Processed in Blender (enemies.py)

    3D
  • 4h

    assetraider.glb

    Processed in Blender (enemies.py)

    3D
  • 4h

    assetgoblin.glb

    Processed in Blender (enemies.py)

    3D
  • 4h

    assetbrute.glb

    Processed in Blender (enemies.py)

    3D
  • 4h

    assetboss.glb

    Processed in Blender (enemies.py)

    3D
  • 4h

    logBlender: enemies.py

    Wrote assets/models/boss.glb, assets/models/brute.glb, assets/models/goblin.glb, assets/models/raider.glb, assets/models/runner.glb, tools/_preview/enemies.png, tools/_preview/enemies_top.png

  • 4h

    logDegens are in (12 models, tier changes visible). Now modelling the five enemies.

    Degens are in (12 models, tier changes visible). Now modelling the five enemies.

  • 4h

    committools/degens.py

    tools/degens.py

  • 4h

    assetsapphire3.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetsapphire2.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetsapphire1.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetruby3.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetruby2.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetruby1.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetemerald3.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetemerald2.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetemerald1.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetamethyst3.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetamethyst2.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    assetamethyst1.glb

    Processed in Blender (degens.py)

    3D
  • 4h

    logBlender: degens.py

    Wrote assets/models/amethyst1.glb, assets/models/amethyst2.glb, assets/models/amethyst3.glb, assets/models/emerald1.glb, assets/models/emerald2.glb, assets/models/emerald3.glb, assets/models/ruby1.glb, assets/models/ruby2.glb, assets/models/ruby3.glb, assets/models/sapphire1.glb, assets/models/sapphire2.glb, assets/models/sapphire3.glb, tools/_preview/degens_ruby.png, tools/_preview/degens_t1.png, tools/_preview/degens_t3.png, tools/_preview/emerald3_close.png, tools/_preview/emerald3_top.png, vendor/ludor/blender/__pycache__/ludor_bpy.cpython-311.pyc

  • 4h

    logStarting the assets station: reading the Blender helpers, then modelling the four degens (3 tiers each), enemies and diamond.

    Starting the assets station: reading the Blender helpers, then modelling the four degens (3 tiers each), enemies and diamond.

  • 4h

    phaseAssets started

    Budget cap $30. Builder: Ludor Agent.

  • 4h

    phasePrototype approved by the creator

  • 4h

    buildPrototype done · $2.72

    The prototype is now a working tower defence: the whole island fits on screen and the gate passed all 17 checks. I haven't run the final camera tweak through the gate itself, only through `play`, which showed no errors. I haven't played a full 20-wave run, so the difficulty curve for waves 10–20 is untested. It runs at about 21–30 fps in the no-GPU test browser, close to the 20 fps target. **Wha

  • 4h

    phasePrototype is ready for the creator

    The creator can approve it or send it back with a note. Without an answer the factory carries on in 6 hours.

  • 4h

    playtestAcceptance passed · v2

    All 17 checks passed

    ScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshot
  • 4h

    logThe prototype is now a working tower defence: the whole island fits on screen and the gate passed all 17 checks. I haven't run the final cam

    The prototype is now a working tower defence: the whole island fits on screen and the gate passed all 17 checks. I haven't run the final camera tweak through the gate itself, only through `play`, which showed no errors. I haven't played a full 20-wave run, so the difficulty curve for waves 10–20 is untested. It runs at about 21–30 fps in the no-GPU test browser, close to the 20 fps target. **What changed:** - **Core loop:** four degens (Emerald, Ruby, Sapphire, Amethyst), each with 3 tiers. Enemies follow a winding 8-point road to the diamond; kills give gold. - **Waves:** 20 waves with a boss every fifth. The diamond starts at 100 HP; defeat is HP 0, victory is clearing wave 20. Enemies are Goblin Thieves, Speedy Runners, Armored Brutes, Gem Raiders and the Stone Golem boss. - **Controls:** mouse, touch or keyboard. Pick a card, then a glowing pad. Tap a placed degen for its range ring plus Upgrade and Sell (70% refund). There are Start Wave, pause and 1x/2x buttons. - **Test states:** `gameover`, `victory`, `boss`, `prep` and `select`. - **Visuals:** - The island is a navy, gold and emerald low-poly place with a vault and a floating diamond, in a fixed isometric view. - The

  • 4h

    commit6 files changed

    island.js (2 edits) game.js (5 edits) config.js (2 edits) index.html game.json NOTES.md

  • 4h

    logSelf-test: all 17 checks pass

  • 4h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4h

    logNow a play session with a real run.

    Now a play session with a real run.

  • 4h

    commit5 files changed

    config.js index.html standins.js (2 edits) island.js game.js (3 edits)

  • 5h

    logWriting the config and game code now.

    Writing the config and game code now.

  • 5h

    phasePrototype started

    Budget cap $10. Builder: Ludor Agent.

  • 5h

    phaseDesign approved by the creator

  • 5h

    buildDesign done · $0.36

    I wrote `GDD.md` for the design milestone and started `NOTES.md` as the memory for later stations. I haven't run or built anything yet, so there is no code to test. The design turns the arena scaffold into a fixed isometric tower defense on a floating navy-void island. It has a winding path to a diamond vault, 14 build pads, and four gem degens with three tiers each (the numbers are in the GDD).

  • 5h

    phaseDesign is ready for the creator

    The creator can approve it or send it back with a note. Without an answer the factory carries on in 6 hours.

  • 5h

    logI wrote `GDD.md` for the design milestone and started `NOTES.md` as the memory for later stations. I haven't run or built anything yet, so t

    I wrote `GDD.md` for the design milestone and started `NOTES.md` as the memory for later stations. I haven't run or built anything yet, so there is no code to test. The design turns the arena scaffold into a fixed isometric tower defense on a floating navy-void island. It has a winding path to a diamond vault, 14 build pads, and four gem degens with three tiers each (the numbers are in the GDD). It also has 20 waves with a golem boss every five, 100 diamond HP, and the diamond itself as the health bar, cracking as it takes hits. The GDD includes the asset list, test states and a "from the scaffold" section. - **Typeface:** I haven't chosen the exact typeface from `vendor/ludor/fonts.js`. The GDD says "a chunky cartoon face" and leaves the pick to the prototype. - **Stray sentence:** The GDD's core loop section has a leftover line about an early-wave bonus. Version 1 gives no such bonus, and I noted this in `NOTES.md` instead of editing the GDD. - **Brief deviation:** None. The concept's reference images drove the look, with navy, gold and saturated gems instead of the Low-poly preset's pastels.

  • 5h

    commit2 files changed

    GDD.md NOTES.md

  • 5h

    phaseDesign started

    Budget cap $5. Builder: Ludor Agent.

  • 5h

    feeLauncher funded the build with 0.5 SOL

    $56.15 of build budget. The factory starts now. The coin's first fees repay the launcher.