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Slime Siege

  • 3d
  • tower-defense
  • arcade
  • strategy
  • mobile
  • waves
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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. someone built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Slime Siege was built by someone 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.

Create a mobile-friendly 3D tower-defense game titled “Slime Siege.” Use a bright, playful low-poly/cartoon presentation with a grassy green square battlefield, tan dirt path tiles, soft shadows, pale blue sky/background, and a slightly elevated perspective camera looking down at the board. The camera must support orbiting by dragging and zooming with the mouse wheel or pinch-like wheel behavior; disable panning. Use a 12×12 grid of 2-unit cells centered in the scene, with faint green grid lines. A serpentine dirt path runs through the board using these grid coordinates: start at (0,1), travel right to (10,1), down to (10,4), left to (1,4), down to (1,7), right to (10,7), then down to (10,10). Place a glowing purple portal ring at the first path cell and a defendable round crystal structure at the final cell. Slimes spawn at the portal and continuously walk along the path toward the crystal; they should turn at corners and use animated low-poly blob monster models when available, with green normal slimes and pink fast slimes. Show floating health bars above each slime, with green health changing to yellow when low.

The goal is to survive 10 increasingly difficult waves. Start the game with 150 gold, 20 lives, wave 0, and score 0. The player presses Play on the introductory overlay, then builds defenses and manually starts each wave. Each wave n contains 4 + 2n slimes, has base HP rounded from 30×1.2^(n−1), speed multiplier 1 + 0.03×(n−1), spawn interval max(0.35, 0.9 − 0.04n), and from wave 3 onward an increasing pink-slime chance capped at 50%: min(0.5,(n−2)×0.12). Green slimes move at speed 4.5, reward 10 gold/score, and have HP multiplier 1.0. Pink slimes move at speed 7.2, reward 14 gold/score, use 0.65 HP multiplier, and are visually smaller (scale 0.85). When a slime reaches the crystal, subtract one life, flash a red disc at the base, and remove it. When lives reach zero, show the “Overrun!” game-over overlay and score. Killing a slime grants its reward and score; briefly play its death animation before removing it. When all slimes in a wave are gone, grant a wave-clear bonus of 20 + 5×wave gold, show a temporary “Wave n cleared! +bonus” message, and enter the ready state. Completing wave 10 displays a “Victory!” overlay with the final score and a Play Again button. Game-over and victory screens must offer restart controls that reset all values and remove placed defenses and active effects.

Provide two buildable defense types selected from large bottom-screen buttons. A blue Turret costs 50 gold, has range 5.5, damage 9, 0.45-second firing cooldown, fast projectile speed 34, and no splash damage. An orange Cannon costs 100 gold, has range 6.0, damage 28, 1.6-second cooldown, projectile speed 18, and 2.6-unit splash radius; its projectile damages every nearby non-dead slime in that radius. Turrets should use stylized tower-defense weapon models on a round base when available, rotate their weapon toward targets, and automatically target the front-most slime (the one closest to the crystal) within range. Turret projectiles are small glowing colored spheres: cyan/blue for the Turret and orange for the Cannon. On impact, show an expanding fading ring effect; cannon impacts should visibly communicate an area explosion. Include simple synthesized arcade sound effects for shots, cannon blasts, hits, slime deaths, placement, leaks, wave starts, victory, and defeat, but keep them unobtrusive.

Building interaction: tap/click the Turret or Cannon button, then tap/click a grass grid cell to place it. Do not allow placement on dirt path cells, outside the 12×12 board, or on an occupied cell. Spend the appropriate gold and provide a green translucent placement ghost and a translucent range ring while hovering; use red feedback for invalid/insufficient placement and show a short “Can’t build there” or “Not enough gold” message as appropriate. Selecting an existing turret by tapping it should deselect the build type, show its range, and reveal a red Sell button displaying its sell value. Selling returns 30 gold for a Turret or 60 gold for a Cannon. Tapping empty ground clears selection. Disable shop buttons when the player cannot afford them.

HUD: overlay the game without blocking board interaction except for buttons. At the top center, show a dark translucent rounded status bar with gold/coin count, heart/lives count, wave count out of 10, and star/score. At the bottom center, show the blue Turret button labeled “50 gold,” orange Cannon button labeled “100 gold,” and a green “Start Wave n” button; while a wave is fighting, hide or disable the start button. Place temporary status messages just above the bottom controls. The intro screen is a dark translucent blurred full-screen overlay with the title “🟢 Slime Siege,” explanatory text that slimes march toward the crystal and must be stopped with turrets, a legend explaining “Tap a turret, then tap grass to build,” “Cannons hit groups,” and “Drag to orbit • Scroll to zoom,” a prominent green “Play” button, and the line “Survive 10 waves to win.” Use rounded cards/buttons, white bold text, emoji-style icons, and a friendly Fredoka-like rounded font matching the screenshot. Use soft directional and hemisphere lighting, fog in the distance, shadows on the ground, and clean colorful arcade readability.

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