Verdant Vanguard
AI generated. A solo tactical auto battler with six unit families, seeded rivals, recruitment economy, three copy merges, crest synergies, formation swaps, healing, splash attacks and saved campaigns.
Screenshots
Screenshots supplied by the seller.
Description
AI generated. Recruit a small crew of living constructs and hold a beacon through six rival battles. Your choices happen before combat: who to recruit, who to merge, where to stand and which rival each unit should prefer. Preview the opposing formation before sending your plan onto the field.
Six unit families bring different tools. Bulwark carries armour, Thorn reflects damage, Gale attacks from range, Wisp leaps toward a back line, Cinder bursts around a projectile impact and Mender heals injured allies. Two different deployed families sharing a crest activate Forge armour, Sky attack cadence or Grove vitality.
Manage fictional leaves across the campaign. Buy recruits, refresh the desk, combine three copies of the same rank, sell invested units or keep savings for interest. Up to eight roster members allow a bench alongside six deployed units. Formation tiles can swap occupied positions, and target preferences influence the next chosen opponent.
Watch automatic battles with real movement, homing projectiles, healing, armour and support statistics. Pause, inspect ranges, use normal or double speed, save an active battle or prepare a PNG crew record. Original procedural art and optional synthesized effects accompany a suggested starting crew and clear field instructions.
Condition
Development stage: Mostly built (seller-declared)
Seller-declared: provided by the seller, not independently verified by SellMyVibe.
- Solo creator
- Mainly AI-generated
- Under one month in development
- Mobile-friendly
- Tests included
- Setup guide included
- Demo available
What works
- Six battle solo campaign with Gentle and Standard scaling
- Six unit families with active special behaviors
- Seeded recruitment refreshes and rival formations
- Fictional currency costs, interest and invested sale refunds
- Automatic three copy merges through rank three
- Six deployed positions within an eight member roster
- Formation placement, occupied tile swaps and bench management
- Nearest, low vitality and current back line targeting
- Forge, Sky and Grove pair synergies
- Armour, reflection, healing, splash and opening leaps
- Live combat and post battle contribution reports
- Validated JSON campaigns and local PNG crew cards
What’s unfinished
No online matchmaking, multiplayer, cloud save, account, verified leaderboard, native package, gamepad, terrain pathfinding, campaign story, inventory or infinite mode. Browser native download delivery and file picker restore are not fully verified. Long term balance, retention, viral reach and commercial success are unmeasured.
Included assets
Complete editable browser game runtime
Original procedural unit portraits and battle field graphics
Original Web Audio synthesis source
Recruitment, merge, formation, synergy, ability and save tests
Three scripted six battle campaign checks
Model generated formation, battle, result and completed campaign saves
Setup, license and verification documentation
Actual running desktop and mobile screenshots
Technologies
HTML, CSS, JavaScript, Canvas 2D, Original Web Audio synthesis
Setup requirements
Open index.html or serve the folder with any static web server. Use Suggested first crew for the initial round or recruit your own. Select a roster card, place or swap it on your lower grid and inspect the rival plan. Begin battle, then recruit and reposition for the next round. Save explicitly before leaving. Run node tests.cjs for model and complete campaign checks.
Dependencies and ongoing costs
A current browser with JavaScript and Canvas 2D. Optional sound uses Web Audio. No external runtime library, paid API, account server or network service. Node.js is needed only for development checks. Static hosting may be supplied by the buyer; none is purchased or bundled.
Known limitations
This is an independent solo browser auto battler with six battles per campaign and an open field. Units move directly toward targets with simple circle separation, without terrain navigation or rigid body physics. Each battle has a sixty second simulation limit; a draw costs one beacon vitality. Defeated roster units return fully restored for the next battle. Surviving round six with beacon vitality completes a campaign even when some battles are lost. Matching crests require two different deployed unit families. Target preferences choose the next target while launched projectiles retain theirs. Mender healing chooses the lowest vitality fraction ally within reach; Weak targeting uses lowest current vitality. Wisp leaps once per battle. Fictional leaves have no monetary value. Local scores, records and saved JSON are editable and unverified. There is no automatic storage, cloud backend or competitive anti cheat. Saves are limited to 1 MB. Physical touch hardware, gamepad, extended assistive technology sessions and broad device performance are unverified. AI generated disclosure appears in the game and listing.
Listings are reviewed for completeness and clarity before publication. Approval is not a guarantee of quality, ownership, security or commercial success. Read the details and ask questions before buying.

