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Arcade › Slime Bastion
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dragosin David built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slime Bastion yet. Play it, then tell Dragosin David what you would add next.
Slime Bastion was built by Dragosin David 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 Bastion 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 playable 3D tower-defense game titled “Slime Bastion.” Use a fixed elevated perspective camera looking down at a compact rectangular battlefield: a 12-by-9 grid of square tiles, with dark navy ground, blue-gray path tiles forming a long rectangular route around the field, and darker teal build tiles. The camera should be centered above the board at roughly (0,14,11), looking toward the origin, with a moderate perspective angle, soft shadows, subtle fog, and a deep navy background (#08111d). Light the scene with a bright cool-white directional key light, a pale blue hemisphere light, and a faint blue rim light. The path is a continuous winding route on grid coordinates: begin at (0,1), travel right across row z=1 through (9,1), go down the right side through z=8, travel left across row z=8 to x=0, then go back up the left side through z=1. Enemies enter at the first path tile and advance along this route toward the end. Render path tiles as slightly raised, muted blue-gray squares. Around them, render the remaining field as dark blue-green tiles, but only these ten designated glowing build pads are usable: (2,3), (5,3), (8,3), (3,6), (6,6), (10,6), (2,7), (5,7), (10,2), and (4,2). Mark each usable pad with a thin cyan glowing ring. The grid cell size is about 1.25 world units. The player starts with 10 lives, 120 gold, wave 0, and no turrets. The main interaction is tapping/clicking a glowing build pad to place one turret, provided it is unused and the player has at least 40 gold. Each pad can only hold one turret. Subtract 40 gold on placement. Turrets consist of a low dark metallic cylindrical base plus a small stylized weapon/turret model mounted above it (a simple dark blue-gray base is an acceptable fallback if the external model cannot load). Turrets automatically find the nearest slime within about 2.8 world units, rotate toward it, and fire small glowing yellow spherical bolts. Each turret fires about every 0.72 seconds and deals 1 damage. The player starts a wave with the “Start Wave” button. Do not allow starting another wave while one is active or after game over. Wave N spawns 5 + 2N slimes, one every roughly 0.65 seconds (with the interval becoming slightly shorter on later waves). Slimes are small bright lime-green, slightly squashed glossy spheres with a faint green emissive appearance and subtle bobbing as they move. Each slime has 2 + floor(wave/2) hit points and a small randomized movement speed around 0.6–0.78. When a slime is destroyed, award 12 gold. When all spawned slimes and active slimes are gone, end the wave and award an additional 25 gold. If a slime completes the route, remove it and subtract one life. At zero lives, stop gameplay and display a game-over message. Include a speed toggle that switches simulation between x1 and x2, and a Reset button that clears enemies, bolts, and turrets and restores the initial 10 lives, 120 gold, wave 0, and build-pad availability. Build a clean HUD over the canvas. At the upper left, show a translucent dark rounded panel with: heart/lives (❤️ 10 initially), gold (💰 120), wave (🌊 0), and remaining enemies (👾 0); values should use bright pale cyan text. At the upper right, show a matching rounded control panel containing a bright cyan “Start Wave” button, dark “Speed x1”/“Speed x2” toggle button, and dark “Reset” button. During an active wave the start button should be disabled and read “Wave N...”. At the bottom center show the help text: “Tap a glowing pad to place a turret • Turrets auto-target the nearest slime”. In the center of the screen, show an initial title banner with large glowing pale cyan text “Slime Bastion” and the subtitle “Build defenses, then start the first wave.” Hide it when the first wave starts; show centered status banners after a wave is cleared with title “Wave N cleared” and subtitle “Bonus gold +25 — build more defenses and start the next wave.”, and after defeat with title “Bastion overrun” and subtitle “Tap Reset to try again.” Use a polished minimal sci-fi arcade presentation: nearly black navy background, cyan highlights and emissive pad rings, blue-gray tiles, lime slimes, yellow projectiles, rounded translucent HUD panels, white/cyan typography, soft shadows, and no player-controlled avatar. Support mouse and touch input, responsive resizing, and prevent accidental page scrolling while interacting with the game.