Arcade › Slime Host
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Busayo Omoyajowo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slime Host yet. Play it, then tell Busayo Omoyajowo what you would add next.
Slime Host was built by Busayo Omoyajowo 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 canvas-only browser game titled “Slime Host,” designed for a portrait mobile screen but responsive to any viewport. Use no external assets, no DOM UI beyond a full-screen canvas, and persist the best score in localStorage. Render a dark navy vertical gradient background (#182750 at the top fading to #0e1429 at the bottom). The game has three modes: menu, playing, and game over. On the menu, center a friendly bright green wobbling slime mascot around 35% down the screen. It is an irregular rounded blob with a pale highlight on its upper-left, two dark navy circular eyes, and a curved smiling mouth. Below it show the large white title “SLIME HOST,” the subtitle “A tiny party needs a very brave host.”, a rounded green “START PARTY” button, and “BEST 0” (or the saved high score). At the bottom show “Move with the left stick or WASD.” Start by tapping the green button or pressing Enter/Space. When playing, show a circular glowing party arena centered around 53% of the viewport height, with radius equal to about 31% of the smaller viewport dimension. Draw a dark shadow beneath it, then a thick dark blue outer circle (#263d62), a blue interior (#31527a), and a subtle pulsing light outline. Keep all gameplay objects inside this circle. The player is the larger bright green slime host, about radius 28, with the same wobbling organic silhouette, upper-left shine, dark eyes, and smile as the menu mascot. It moves with acceleration and friction and is capped at roughly 260 pixels/second; constrain it to the inside edge of the arena and bounce slightly when it reaches the boundary. Spawn seven small guest slimes inside the arena at the start of every party. Guests have radii around 13–17 pixels and cycle through golden yellow, pink, cyan, lavender, and light green colors. They are small versions of the same blob style with highlights, eyes, and smiles. Guests drift with mild wandering motion and are gently attracted toward the host when far away, but are not directly controlled. Constrain guests to the arena; when one hits the perimeter, push it inward and increase chaos by about 2.8. When a guest is close to the host, make it gradually happy and occasionally award 1 point, emitting a tiny burst of particles; display a small pale heart above guests while they are happy. Guests gradually lose happiness when separated. The objective is to survive a 45-second party while keeping guests happy and collecting golden sparks before chaos reaches 100. The timer counts down from 45 seconds. Golden sparks appear randomly inside the arena, at most four at once, glow softly, and expire after roughly 8 seconds. When the host touches a spark, award 10 points, reduce chaos by 7 (not below zero), and emit a larger pale-yellow particle burst. Chaos naturally decreases slowly over time, but increases when guests hit the arena boundary. End the game when the timer reaches zero or chaos reaches 100. If chaos reaches 100, the game-over heading must be “PARTY MELTDOWN”; otherwise use “PARTY COMPLETE.” During play, draw a HUD over the scene: “SLIME HOST” at top-left, “SCORE N” below it, “TIME N” at top-right, and “CHAOS” above a horizontal chaos bar at top-right. The bar has a dark translucent background and a yellow/orange fill, turning red when chaos exceeds 70%. Center a small instruction “KEEP THE GUESTS HAPPY.” Draw a translucent virtual joystick in the lower-left: a 48-pixel circular base, smaller draggable knob, and the label “DRAG.” Touch input should work by dragging in the lower-left region; normalize the drag to control host movement, clamped to a 55-pixel stick range, and release to stop input. Desktop input must support WASD and arrow keys, with diagonal input normalized. Add small colored circular particle bursts for guest contact and spark collection, and subtle screen shake when guests hit the boundary. On game over, leave the last arena scene visible under a translucent dark overlay. Center the appropriate heading, show “Score N,” and provide a rounded green “PLAY AGAIN” button. Tapping it or pressing Enter/Space restarts with score, timer, chaos, guests, sparks, and particles reset. Update and save the best score in localStorage under a stable key such as “slimeHostHighScore.” Use smooth requestAnimationFrame animation, cap frame delta to avoid jumps, and keep the visual style clean, friendly, minimal, and arcade-like with navy, blue, mint-green, pastel guest colors, gold sparks, rounded typography, and no external images.