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Slime Siege

  • 2d
  • tower-defense
  • strategy
  • arcade
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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. Dick Dexter 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 Dick Dexter what you would add next.

Make your own game

Slime Siege was built by Dick Dexter 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.

Recreate a responsive single-screen 2D tower-defense game titled “Slime Siege,” using a full-viewport canvas with an HTML-style overlay HUD. The game is viewed from a fixed top-down perspective with no camera scrolling. Use a dark navy-blue playfield (#13243b) with subtle 40px square grid lines, and a slightly lighter blue header band across the top roughly 14% of the play area. The route is a thick, rounded, tan wooden/sandy track drawn over the grid: it begins just off the left edge around 25% screen height, runs right to about 17% width, turns down to 72% height, runs right to 40% width, turns up to 25%, runs right to 67%, turns down to 72%, then runs right off the screen at about 72% height. Draw the route with a dark brown outline/stroke about 34px wide and a lighter tan inner stroke about 24px wide. Put a glowing mint/teal circular START marker at the left entrance and a blue-and-white circular BASE marker at the right exit labeled “BASE.” Enemies follow this fixed route from START to BASE.

The player defends the base by selecting one of three turret cards and tapping/clicking circular build pads placed beside the route. Show seven translucent circular pads with pale blue outlines and plus signs at normalized positions approximately (8%,45%), (27%,48%), (27%,88%), (50%,48%), (50%,88%), (78%,45%), and (82%,88%). A turret cannot be placed too close to the route (within about 38px), cannot overlap another turret (within about 44px), and costs gold. The initial state is 160 gold, 10 lives, wave 0, no towers, and Blaster selected. Clicking a card changes the selected turret and highlights it with a thick yellow outline.

Implement exactly three tower types: Blaster costs $50, has blue color, range 135px, fires quickly every 0.34 seconds for 12 damage; Cannon costs $85, orange color, range 122px, fires every 1.05 seconds for 34 damage and has a 54px splash radius dealing 55% damage to nearby enemies; Frost costs $70, pale cyan color, range 118px, fires every 0.72 seconds for 5 damage and applies a 48% movement-speed slow for 1.4 seconds. Visually represent placed towers as colored circular turrets with a dark rectangular barrel that rotates toward the target, a light outline, and a small dark shadow beneath them. Turrets automatically target the enemy furthest along the route that is inside their range. Draw small colored projectiles traveling from turret to target.

At the top overlay, show three dark rounded stat pills: gold with a money-bag icon, lives with a red heart, and “Wave” with a wave icon; initialize them to 160, 10, and 0. At top right show a large rounded yellow “Start wave” button with a darker pressed/shadow edge. While a wave is running, its label becomes “Wave running.” Centered near the top beneath the stats, display a rounded dark hint pill such as “Choose a turret, then tap a pad to place it,” updating it with the selected turret cost and placement/status messages. Along the bottom center, show three dark rounded tower cards labeled “🔵 Blaster $50 · fast,” “🟠 Cannon $85 · splash,” and “❄️ Frost $70 · slows.” Keep controls usable by mouse, touch, and pointer input.

When Start wave is pressed, increment the wave and spawn 5 + (wave number × 3) slimes, one at a time with an interval that starts near 0.75 seconds and has a minimum of 0.3 seconds. Normal slimes have 42 + (wave × 5) HP, radius 13, and speed approximately 0.075 + wave × 0.003 route-progress units per second. Starting at wave 3, some enemies (up to about 38% probability) are tough slimes with 90 + (wave × 9) HP, radius 17, and speed 0.055. Use a cute green slime sprite if available, with a simple green circular/slime fallback; tough slimes should appear orange. Give each enemy a dark horizontal health bar above it with a red remaining-health fill. Frost-slowed enemies have a cyan ring around them. Enemies reaching the base reduce lives by 1 and disappear; if lives reach zero, stop the game and show a centered dark modal titled “Base overrun” with text “The slimes reached your crystal.” and a “Play again” button.

Defeating any slime awards 12 gold. When all enemies in a wave and all pending spawns are gone, end the wave and award a completion bonus of 30 + (wave × 4) gold, and update the hint to “Wave [number] cleared! Bonus gold earned.” Add small colored square particle bursts on hits and deaths, with gravity/fading, for satisfying feedback. Projectiles should disappear if their target dies before impact. Use a capped animation timestep for stable gameplay.

Match the visual style shown: clean colorful arcade UI, dark navy grid background, tan maze-like route, translucent blue build pads, rounded dark glassy HUD panels, bold white text, yellow action button/highlight, mint/cyan effects, and compact responsive layout. The overlay should scale to narrow screens: tower cards share the width along the bottom and the hint moves lower if needed. Include a reset/play-again flow that restores the initial 160 gold, 10 lives, wave 0, no towers, no enemies, and Blaster selected.

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