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Slime Siege

  • 3d
  • tower-defense
  • strategy
  • arcade
  • mobile
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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. Daffa 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 Daffa what you would add next.

Make your own game

Slime Siege was built by Daffa 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 “Slime Siege” as a minimalist Three.js 3D tower-defense game viewed from a high, fixed orthographic/isometric-like camera. Use a dark navy background with subtle fog, soft shadows, hemisphere lighting, and a broad teal-green rectangular battlefield. The HUD is HTML over the canvas: a translucent very dark rounded panel across the top with white text and mint-green values showing “Gold 120”, “Lives 10”, “Wave 0”, and “Slimes 0”. On the right are a light-blue rounded “Build Turret · 50” button and an orange rounded “Start Wave” button. A small translucent rounded instruction banner is centered along the bottom: “Tap Build Turret, then tap a green pad. Stop the slimes before they reach the crystal.” Make the layout responsive for narrow mobile screens.

The battlefield contains a brown tiled path made from 1.8-by-1.8 flat square tiles, arranged as a long horizontal serpentine route. It starts at the left side near z=-5, travels right to x=8, turns and travels left along z=-3, then alternates right and left across z=-1, 1, 3, and 5, ending on the left at (-8,5). Put a glowing cyan faceted octahedron crystal at that endpoint, on a cyan torus/ring, and gently rotate both crystal and ring. Green circular build pads are intended to occupy grid locations that are not on the path; tapping Build Turret enters placement mode and tapping an unoccupied green pad spends 50 gold, changes the pad to a dark blue occupied color, and places a turret there. Turrets have a low blue cylindrical base and a small turret/barrel model (use a simple orange barrel fallback if no model is available), automatically aim at the nearest slime within about 3.9 world units, and fire small glowing yellow-orange orb projectiles every 0.62 seconds. Each projectile travels toward its selected target and deals 2 damage.

Pressing Start Wave increments the wave and spawns 5 + (wave * 2) slimes, one every 0.6 seconds. Slimes enter at the first path tile and follow the route in order toward the crystal. Use a rounded green blob monster model or a simple green spherical blob fallback, with walking animation if available; normal slimes are small and move at roughly 1.65 units/second, have 2 + wave*0.7 HP, and award 16 gold when destroyed. From wave 3 onward, give roughly 22% of spawned enemies a purple/green spiky blob variant, moving at 1.25 units/second, with 5 + wave HP and a 30-gold reward. Slimes should face their movement direction. When a slime reaches the crystal, remove it and subtract one life; show a tip such as “A slime reached the crystal!” If lives reach zero, show “The crystal shattered.” and end the game with the wave button reading “Game Over.” When all spawned slimes are defeated and the wave is complete, stop the wave, award 25 gold, and show “Wave cleared — collect 25 gold. Build more defenses.” During an active wave, disable Start Wave; disable it after game over. Keep the HUD slime count synchronized with active enemies and update gold, lives, wave, and button states.

Preserve the simple, clean low-poly presentation: teal ground, brown path, green pads, cyan glowing crystal, blue/orange turret, luminous projectile dots, blob enemies, dark navy UI, rounded buttons, and no player avatar or camera movement. If matching the supplied implementation exactly, note that its pad-generation loop uses only the same six z rows as the path and therefore produces no available build cells; otherwise implement the clearly intended non-path green pad placement so the advertised build interaction works.

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