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Arcade › Slime Arcade
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mahalakshmi Subramanian built it with Cinevva, so it works on a phone or a tablet too.
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Slime Arcade was built by Mahalakshmi Subramanian 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 Arcade 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.
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 cute browser-based 3D arcade hub called “Slime Arcade” using a soft pastel, toy-like style. Use a Three.js-style 3D scene behind the interface: a bright cyan sky with light fog, a circular soft-green meadow, yellow circular stepping-stone/path pads, and many rounded gumdrop trees with brown trunks and colorful green canopies. The main avatar is a small cute green slime/blob character, with simple idle, walk, and jump animation, standing centered in the scene. Use a bright friendly UI with large rounded white translucent cards, thick white borders, soft shadows, teal/navy text, and mint-to-cyan gradient buttons. On the home screen, show the title “Slime Arcade,” explanatory text about playing minigames, collecting coins, cosmetics, and achievements, and a prominent “Quick Play Runner” button. Below, show a responsive grid of playable cards with Play buttons for exactly these entries and descriptions: “Bouncy Ball” — “Endless platformer: bounce over floating pads.”; “Slime Tower” — “Endless stacking game: drop wobble blocks.”; “Runner” — “Endless speed running with coins.”; “Puzzd” — “100 bite-size pattern puzzles.”; “Surrounded!” — “Chess-like AI duel with difficulty mode.”; “Bonk” — “Timed whack-a-mole slime bonking.”; “Splatter Slime” — “Endless shooting with upgrades.”; “Bulge” — “Merge blobs into bigger blobs.”; “Higher!” — “1000-level platformer climb with enemies.”; “My Little Village” — “Manage a tiny slime village.”; and “Boards” — “Board game against AI.” Include a side panel with persistent achievements and a local leaderboard. The top HUD should have Home and Shop buttons plus coin and score counters; show bottom touch controls during gameplay: left, up/action, and right buttons. Support keyboard A/D or arrow keys for horizontal movement and Space/W/Up for jump, action, shooting, or dropping depending on the mode. On mobile, use the same bottom controls. Implement the playable minigames as follows. Runner, Bouncy Ball/platform, and Higher! are third-person endless forward-running modes: keep the player and meadow/path visually centered while the world moves, let the slime move left/right across roughly three lanes or a bounded horizontal range, jump with Space/W/Up using gravity, spawn pink jelly cube obstacles and gold ring coin pickups ahead, end the run on obstacle collision, award coins for pickups, and continuously increase score with time. Higher! additionally rewards airtime/height. Runner unlocks a score achievement at 100. Slime Tower is an endless 3D stacking game viewed from an elevated angle: start with a green 3-by-3 base block; each colored block slides back and forth on alternating X and Z axes above the tower, and pressing Space/W/Up drops it. Trim the dropped block to the overlap with the previous block; if overlap is too small, tint the missed block pink and end the run. Increase height, score, and speed after successful drops, and unlock an achievement at 10 blocks. Puzzd is a real Lights-Out-style puzzle overlay with 100 levels: levels 1–34 use a 3x3 grid, 35–74 a 4x4 grid, and 75–100 a 5x5 grid. Cells display glowing slime bubbles when on and sparkles when off; tapping a cell flips it and its orthogonal neighbors in a plus shape. Show level, par, move count, instructions, Reset, and a locked-until-solved Next Puzzle button. Clearing all bubbles awards coins and advances the level; unlock a first-puzzle achievement. My Little Village is an elevated/isometric-like 3D scene with a starting cottage, trees, fountain, cart, paths, five selectable build plots, and a glowing selected-plot ring. Show Day, Food, Wood, and Homes. Left/Right selects plots; Up/action or tapping collects resources, or if the selected plot has at least 3 food and 3 wood, builds a cottage, increases homes, score, and coins. Days advance over time and generate resources. Bonk is a 30-second whack-a-mole-style mode with a 3x3 arrangement of green slime moles that periodically pop up; tapping/clicking the canvas bonks a visible mole for score and a coin, while score decays over time. Splatter Slime is an endless third-person shooting mode: Space/Up fires limited simultaneous cyan glowing slime shots forward; pink enemies approach from ahead, shots destroy them for score and coins. Bulge is a simple merge/blob mode with a board of colorful round blobs; pressing the action key performs a merge action for score and coins and the run ends after a timed session. Surrounded! and Boards are timed 25-second chess-like/board-game-versus-AI placeholders with score progression and automatic game over; expose a difficulty setting concept in the UI if desired but do not add mechanics beyond the timed duel loop. Add a game-over modal showing the game name, final score, earned coins, Retry, and Home. On game over, award at least 3 coins based on score and add the result to a local top-10 leaderboard. Include a Shop screen with exactly 50 buyable cosmetic entries. Each item has a colored swatch, name, cost increasing from 25 coins upward, and Buy/Equip behavior; buying/equipping changes the slime tint and auto-equips it. Persist coins, owned items, achievements, tried modes, puzzle progress, and leaderboard with localStorage. Include toast notifications for achievements and actions. Keep the visual language consistently rounded, glossy, pastel, slime-themed, and cheerful; preserve the responsive layout where the home screen becomes a vertical list on narrow screens and gameplay controls disappear on puzzle and game-over overlays.