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Arcade › Slime Siege
Click the game above and it runs right here in your browser. No download, no installer, no account needed. F3B32 YAN TSUN SHUN JOHNSON built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slime Siege yet. Play it, then tell F3B32 YAN TSUN SHUN JOHNSON what you would add next.
Slime Siege was built by F3B32 YAN TSUN SHUN JOHNSON 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.
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 browser-based 3D tower-defense game titled “Slime Siege” using Three.js. Use a fixed top-down angled perspective camera at approximately (0,12,10) looking at the origin, with a perspective field of view around 55 degrees. Render a 12x12 square playfield on a green ground plane, with soft ambient plus directional lighting, shadows, and green fog fading in the distance. Build the board from a 12x12 grid of Kenney-style tower-defense tile models: ordinary buildable tiles are dark green, while the enemy route is visibly gray. The path follows these world-space waypoints in order: (-5.5,-5.5) to (-5.5,2.5), then (1.5,2.5), then (1.5,-2.5), then (5.5,-2.5), and finally (5.5,5.5), where coordinates are (x,z). Add a small green circular marker at the path start and a red circular marker at its end. The player must defend the route by placing turrets on non-path grid cells; path cells reject placement. Clicking the ground maps to a grid cell. If no turret is selected, show “Select a turret first”; clicking the path shows “Cannot build on path”; insufficient funds shows “Not enough money!”. Right-click deselects the current turret, and placement also deselects it. Start with 100 money, 20 lives, and Wave 1. Include a dark translucent HUD panel at the upper left showing money with a coin icon, lives with a heart icon, and the current wave. At upper right show the instruction “Click to place • Select turret below”. Along the bottom center provide two selectable dark buttons: Basic (cost 50) and Cannon (cost 100), with the selected button highlighted green. Above these controls, centered near the bottom, provide a green “Start Wave” button; it is disabled while a wave is running or after game over. Center-screen temporary messages use a large white font on a dark translucent rounded panel. Place three starter turrets immediately so the board is playable: two Basic turrets at grid coordinates (3,4) and (8,3), and one Cannon at (5,7). Use Kenney-style 3D weapon turret and cannon models, scaled about 1.1, with turrets rotating toward their targets. Basic costs 50, has range 3.5 world units, damage 8, and fires once every 1.2 seconds. Cannon costs 100, has range 4.2, damage 22, and fires once every 2 seconds. Each turret searches for the closest living slime within range, faces it, and fires a small colored spherical projectile (green for Basic, orange for Cannon) from about y=0.6. Projectiles travel toward their target at speed 8, hit within 0.35 units, and expire after 1.5 seconds. When Start Wave is clicked, show “Wave N incoming!” and spawn a stream of animated blob/slime enemies at the green start marker. Each wave contains min(6 + wave*2, 18) slimes; spawn interval is 0.8 / max(1, wave*0.3) seconds. Slimes use a Quaternius Blob_Alien-style model, scaled to 0.45, with a Walk animation, and move along the exact waypoint route at 1.8 world units per second. They face their direction of travel. Every slime has 30 health. When killed, award 8 + floor(wave/2) money and, if available, play its Death animation once for about 0.6 seconds before removing it. If a slime reaches the route end, remove it and subtract one life; at zero lives, stop play and show “Game Over! Slimes reached the end.” After all enemies in a wave have spawned and all are gone, finish the wave, increase the wave number, award a completion bonus of 25 + (new wave * 5) money, and show “Wave N ready!”. After the wave beyond Wave 8 is completed, end successfully and show “You win! Survived 8 waves.” Game-over and win states stop simulation updates while leaving the final 3D scene and HUD visible. Keep the style clean, colorful, low-poly/isometric tower defense: green tiled field, gray winding lane, compact modeled turrets, bright blob enemies, simple shadows, and minimal HTML HUD over the canvas.