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Slime Siege

  • tower-defense
  • arcade
  • minigames
  • strategy
  • responsive
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. kobie ashby built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Slime Siege yet. Play it, then tell kobie ashby what you would add next.

Make your own game

Slime Siege was built by kobie ashby with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Slime Siege opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Slime Siege

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a responsive browser canvas game titled “Slime Siege,” presented inside a dark blue/navy sci-fi panel UI. The page should have a header with the title, the subtitle “Defend the base — use arcade powers to beat the waves,” and a compact HUD showing Score, Best, Coins, and Lives. Below it, provide buttons for “Start wave,” “Pong power,” “Brick breaker,” and “Snake harvest”; power buttons should use a purple treatment and Start wave should use a bright cyan treatment. Include a canvas playfield with rounded corners and a small instruction tooltip overlay near the bottom-left.

The primary mode is a simple top-down tower-defense game. Render a very dark navy background and a thick slate-blue route shaped like a long squared zigzag: it begins at the left around 18% of the canvas height, runs right to about 78% width, turns down to around 48% height, runs left to 25% width, turns down to around 78% height, then runs right to the right edge. Give the route a darker thick outer stroke and a thin lighter inner outline. Display “PLACE TURRETS OFF THE ROUTE” at the top-left of the canvas and “Wave N” in lime at the top-right.

The player starts each defense session with 120 coins and 10 lives. Tapping/clicking the canvas places a cyan circular turret at that location for 30 coins (there is no actual placement validation in the implementation, so accept any canvas location while the game is active and affordable). Each turret has a visible circular attack-radius ring of about 115 pixels. When a wave is active, spawn four bright lime-green round slimes per wave, one every 0.55 seconds, entering at the start of the route and following the entire zigzag path toward the right-side exit. Slimes should have tiny dark eyes, a dark health bar above them with a pink/red remaining-health fill, start with about 2 + 0.4 × wave health, move at about 35 + 3 × wave pixels per second, and have a radius around 12. Turrets automatically find the closest slime within their radius and fire invisibly/implicitly every 0.42 seconds, dealing one damage. Destroyed slimes award 8 coins and 10 score. Slimes that reach the end remove one life. When lives reach zero, show a centered translucent dark dialog reading “BASE OVERRUN” in pink/red and “Press Reset below”; disable the defense controls. Keep best score as the maximum score achieved.

The game’s primary action bar must include a Start wave button that increments the wave and activates spawning, and must not start another wave while one is already active or after game over. The instruction tooltip in tower mode should say: “Tap empty ground to place a turret • Use arcade powers to earn coins.”

Add three playable arcade power modes accessible from the tower buttons. They use the same responsive canvas and return to the defense screen through a “Return to defense” button. Keyboard controls should support WASD and arrow keys, and mobile layouts should show touch buttons.

1. Pong Power: Draw a nearly black/navy field with a dashed vertical center line. The player controls a white vertical paddle on the left, using pointer vertical movement or Up/Down/W/S, while a pink paddle on the right is controlled by a simple AI that follows the ball vertically. Launch a small pale-yellow ball moving diagonally; bounce it from the top and bottom edges and paddles. The player paddle should be roughly 95 pixels tall and the AI paddle the same size. A successful player return increases score and slightly speeds the ball. If the ball exits either side, end the challenge. Show the heading “PONG POWER” and the instruction “Return to defense after scoring a rally.” On failure display “Challenge failed.”

2. Brick Breaker Barrage: Draw a dark navy field with four rows of eight colorful rounded bricks (cyan, pink, lime, and lavender tones) across the top. The player moves a cyan horizontal paddle near the bottom with pointer horizontal movement or Left/Right/A/D. A pale-yellow ball bounces from side and top boundaries and from the paddle, and removes bricks on contact. Award 5 score for each brick. If the ball falls below the canvas, fail; if all bricks are removed, win. Show “BRICK BREAKER BARRAGE” and “Clear the bricks to earn +50 coins.” On a win, show “POWER UNLOCKED! +50 COINS,” award 50 coins, and mark the power as won.

3. Snake Harvest: Use a dark navy background over a subtle 20-pixel grid. Control a blocky lime snake on a 20-pixel grid with arrow keys/WASD, swipe gestures, or visible mobile arrow buttons. Start with a three-segment snake around grid cell (5,5), place a pink food square around (15,10), grow when food is collected, and award 10 score per food. Collision with the wall or the snake body fails. When the snake reaches eight segments, win and award 50 coins. Show “SNAKE HARVEST” and “Grow to 8 segments to earn +50 coins.”

Use clean flat vector/canvas graphics, rounded panels, subtle borders and shadows, and a restrained palette of navy backgrounds, slate route, cyan UI/turrets, lime slimes, pink accents, and pale yellow balls. Make the layout responsive: center a rounded app container, let the canvas fill the main panel, preserve pointer/touch interaction with touch-action disabled on the canvas, and reveal large touch controls on small screens. Keep the visual style minimal, crisp, and arcade-like rather than realistic.

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