Arcade › Slime Host
Click the game above and it runs right here in your browser. No download, no installer, no account needed. William Lemieux built it with Cinevva, so it works on a phone or a tablet too.
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Slime Host was built by William Lemieux 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 Host 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 third-person arcade game titled “Slime Host.” The player controls a hungry green slime monster in a small dark-green town and must clear waves by either eating or infecting every healthy human. Use a fixed-follow perspective camera: a perspective view from behind and above the currently controlled body, looking toward its ground position. The camera smoothly follows the player across a square mossy-green ground area bounded around x/z ±23, with fog and a very dark green sky/background. Build a cross-shaped gray road through the center: one north-south strip and one east-west strip. Place simple houses around the town perimeter/intersections and a ring of low-poly conical evergreen trees around the outer edge. Use soft shadows, green-tinted ambient/hemisphere lighting, and a strong directional sunlight for a stylized low-poly 3D look. The main player is a custom green slime blob. It should be a wide, saggy rounded body with several irregular lobes, a small bump on top, a huge black open oval mouth with a raised green rim, pink tongue, multiple cream-colored upper and lower teeth, two bulging round off-white eyes with tiny dark pupils, worried brows, and a small translucent highlight. It casts a shadow. The slime starts near the lower part of the central road and grows slightly whenever it eats a human. Its movement is smooth and relatively fast, with WASD or arrow keys; movement direction is in the ground plane and the model rotates toward travel direction. On touch devices, provide a translucent circular joystick at bottom-left. Spawn an initial wave of 14 humans distributed in a ring around the center. Humans are simple animated low-poly humanoids when available, with procedural fallback bodies consisting of a capsule torso, spherical head, and nose target. Healthy humans wander around town and run away from the currently controlled body when it comes within roughly 7 world units. If the player gets close enough, the player can perform two different actions on the nearest healthy human: Eat with Space or the on-screen EAT button when within about 1.55 units plus a small size bonus. Eating removes the human from the scene, increases score by 120, increments Eaten, enlarges the slime, creates a short-lived burst of green goo particles, and plays a light impact sound. Infect with E or the INFECT button when within about 2.05 units. Infection changes the human into a green-tinted infected member of the swarm, adds 80 score and increments Infected, briefly shows a bright green tendril between the player and target, and produces a goo particle burst. Infected humans follow the currently controlled body. They are visibly green-tinted and have a bright green goo plug/tendril attached at the nose, communicating that the slime is controlling them through the nose. Infected humans can spread infection automatically: when an infected human touches a healthy human within about 0.95 units and its cooldown has expired, that nearby human becomes infected too. The infected swarm follows the player, while healthy humans flee. Press Q or the CONTROL button to cycle control to the next infected human. When controlling a host, switch the camera to follow that humanoid, use a slightly slower movement speed, and show the slime clinging near the host’s face/head as a small scaled-down slime body, rotated with the host. Press R or the SLIME button to return control to the original slime body. If there are no infected humans, CONTROL should show a message telling the player to infect someone first. Control cycling should display which host number is controlled. The game runs continuously with a wave-clearing loop. Healthy left means humans that are neither eaten nor infected; the goal is to reduce it to zero. Once all humans are eaten or infected, show a message such as “Wave cleared — the whole town belongs to the slime,” then after a short delay start the next wave with more humans (the wave count increases, and the next spawn count is 6 plus four times the new wave number). Keep score, eaten count, infected count, wave, current mode, and controlled host state. Add a translucent dark HUD panel in the upper-left with a rounded green border and large light text showing exactly the important status: “Score,” “Mode” (Slime or Host #), “Eaten · Infected,” and “Healthy left.” On desktop, show a top-right hint panel explaining WASD/arrows movement, E infect, Space eat, Q control, and R return to slime. Show temporary centered green messages for proximity failures, successful actions, infection spread, control changes, and wave completion. On mobile/coarse-pointer layouts, hide the desktop hint and show four large rounded green action buttons in a 2x2 grid at bottom-right labeled INFECT, EAT, CONTROL, and SLIME, alongside the joystick at bottom-left. Buttons should have translucent dark-green fills, pale borders, bold white text, and pressed feedback. Use responsive full-screen canvas rendering and prevent page scrolling/touch interference. Add short-lived physical green goo particles for eating and infection effects, fading as they fall and bounce slightly on the ground. Load low-poly animated humanoid, zombie/infected, and house models from available asset libraries when possible, but retain procedural fallback geometry so the game remains playable. Support idle/walk/run-style animation states for humans and hosts, and use an impact sound on successful eat/infect actions after user audio interaction.