Alejandro Melian · Game design
Prototype · playable in browser · one-handed

Caravan
Defense

The thing you defend is also the thing that moves. Gather out in the field, steer the caravan away from the mesas, and spend what you carried on engineering or magic before the next wave lands.

01

Play it

Joystick or WASD · hold steer to pull the caravan
Live build · runs in this pageOpen fullscreen ↗
02

Core loop

01
Gather
Leave the caravan for resources — distance from it is the risk dial.
02
Defend
Fight what the field sends while steering the caravan clear of the mesas.
03
Upgrade
Spend what you carried on engineering or magic before the next stretch.
03

What it tests

The hypothesis

By integrating an autonomous, continuously moving defense objective and a physical resource economy into a reverse-bullet-hell framework, a game can successfully synthesize the high-stakes fantasy of a wandering merchant, fundamentally altering the genre's standard spatial mechanics without overwhelming the player with dual-control complexity.

The core questions

  • What happens when resource gathering and terrain management are injected into a horde-survival system?
  • Can managing two separate entities function cohesively as a viable gameplay mechanic, and is it too complex?
  • Should a defense objective like the caravan move automatically, or is it better to give the player direct control?

Managing spatial tension

To address the potential complexity of controlling two entities, the design cleverly delegates movement to the system, transforming the player's positioning into a primary interactive mechanic.

Distance as a Risk Dial: Having the caravan move automatically brilliantly resolves the dual-control problem. Instead of forcing physical micromanagement, the cognitive load shifts entirely to spatial UX. The player naturally sets their own difficulty; every second spent deep in the horde harvesting mithril is a calculated gamble against the caravan steering into hazardous terrain.

The Carry Capacity Loop: Requiring players to physically return to the caravan to bank resources establishes a tightly structured retention loop within the core gameplay. It turns a greedy gathering run into an improvised escort mission for your own loot, snapping focus back to the vulnerable entity and ensuring the dual-focus design feels cohesive rather than fragmented.

System progression and escalation

The upgrade paths and enemy staging support the wandering merchant fantasy by demanding constant adaptation.

Dual-Branch Flowcharts: Splitting upgrades between engineering (the caravan) and magic (the player) perfectly organizes a potentially overwhelming progression system. Players can dynamically adjust their build to patch weaknesses in their run—heavily armoring the caravan if they struggle with terrain management, or buffing the player character to support aggressive, deep-foraging strategies.

Wave-Based Habit Breaking: Tying enemy introductions to specific waves rather than a static timer ensures the ecosystem remains hostile to complacency. Invalidating a comfortable foraging habit forces the player to immediately re-evaluate their spatial relationship with the caravan, ensuring the movement never feels passive.

Steering is a hold-to-attract button, which is readable but means the caravan drifts whenever the player is busy — a set-a-heading input might give better intent. Mesa collisions do heavy damage with no recovery mechanic, so one lapse can end an otherwise good run. And the two upgrade trees are currently priced against the same three resources, which flattens the choice between them.
Discipline
Systems design · economy · wave & boss pacing
Target
One-handed mobile, joystick + one action
Built with
HTML5 canvas, Tailwind, vanilla JS
State
Playable test build — boss pass
04

Systems in the build

~/prototypes/caravan-defense
Movement & steering
  • Virtual joystick for the player, WASD on desktop
  • Hold steer to pull the caravan toward your position
  • Mesas deal heavy damage on contact
Economy
  • Wood, stone and mithril gathered in the field
  • Limited bag — resources bank only on return
Upgrades
  • Engineering tree: caravan, cannons, hull
  • Magic Academy tree: player abilities
  • Wizard card picks between waves
Threat curve
  • Wave size and enemy mix scale over time
  • Fast at wave 6, boss at wave 8, heavy at wave 15
  • Caravan HP is the single fail state