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Games » Beacon Siege

Beacon Siege

By Leetdom · 2026

Play:

Touch: Left thumb anywhere on the left half is a move stick; right thumb on the right half aims, and a quick tap auto-targets the nearest threat while a flick fires the lance that way. Tap the rune button to drop a trap, and the on-screen buttons to pause or mute. Tap to restart. · Keyboard: WASD or arrow keys move; the mouse aims and click or Space fires the lance; Q, E or right-click drops a trap; P or Esc to pause; M to mute. On the title screen, 1 and 2 choose your starting trap; between arenas, 1, 2 or 3 picks a boon card. After a run, Space or Enter returns to the title, then again to play.

About:

A top-down escort defence game in the spirit of the 2000s Flash classics, made in-house for Leetdom. A glowing beacon crawls along a set path across each compact arena, and your job is to keep the dark from touching it. Your warden moves with a steady pulse that knocks nearby enemies away, so where you stand is itself a weapon: body-block the lane, bunch the swarm, and shove them off the beacon. A flick of the lance spears the tanky and the ranged threats, and a trap, snare or mine, drops on the ground to break up a cluster before it arrives.

Five enemy roles combine into readable pressure: motes drift straight in, darts dash in fast, hulks are heavy and shrug off knockback, leeches latch onto the beacon and drain the light, and spitters hang back and lob globs from range. New roles unlock as you go, so each of the eight arenas asks a different question. Clear one and you choose a boon from three drawn cards, a bigger pulse, a heavier lance, lifesteal, more light, an extra trap and more, so no two runs build the same way. Runs are short and the light is finite: lose it and the run ends, hold it to the gate eight times and you win. Everything in it, the art and the sound included, is drawn and synthesised in code, with no image or audio files at all.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-03: independently QA'd with real browser input via playwright-core + system chromium on a portrait phone (390x844, touch), a landscape phone (844x390, touch) and a 1280x720 desktop (keyboard + mouse): title, trap choice, start, real move/aim/lance/trap input advances the sim, boon choice between arenas, loss and one-action retry. Zero console errors, no network requests, survives blocked localStorage, pauses on a hidden tab, and reflows on resize. Audio measured offline through an OfflineAudioContext render: full-mix peak -4.7 dBFS (limiter holds, no clipping), music sits 14.5 dB under the SFX bus and varies across time (no droning), with little energy above 6 kHz. A heuristic bot cleared all eight arenas; a human-skill balance sweep of 60 seeded runs per profile lands casual play around arenas 6-8 and skilled play winning near half the time, with the deterministic fixed-step sim producing identical run hashes across repeats of a seed.

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