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Arcade › Slime Towers
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Remix Slime Towers 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 3D browser tower-defense game titled "Slime Towers". Use a fixed elevated perspective camera looking down at a 12x12 square grid, centered around the board, with the camera positioned roughly at (6, 11, 14) and aimed at (6, 0, 6). Render a dark blue-black background with fog, soft hemisphere lighting, a warm directional light, and visible shadows. The board should be made from individual square 3D tiles: green grass tiles for buildable areas and brown/tan raised path tiles with darker sides and small green edging/details. The visible overall presentation should resemble a compact low-poly/asset-pack tower defense board. Make the enemy route a single fixed winding path through the grid, represented by these ordered cells: row z=5 from x=0 through x=11; then down the right edge at (11,6), (11,7), (11,8); then left across row z=8 from x=10 through x=0; then down the left edge at (0,9), (0,10); then right across row z=10 from x=1 through x=11. Slimes enter at (0,5) and travel this route cell by cell toward the endpoint at (11,10). Place a base/tower-defense round base model on the final path cell (11,10). Do not allow towers on path cells or on the base cell. The enemies are small green low-poly blob/slime creatures, scaled to about half a grid cell, with a walking animation if available. Spawn a wave automatically after a short initial delay (about 2.5–2.8 seconds), and then start a new wave only when the current enemies are gone and roughly 14 seconds have elapsed since the prior wave began. Wave N contains 6 + floor(1.5*N) slimes, spawning one every 650 ms. Each slime has 12 + 3*N health and moves at 1.4 + 0.12*N grid units per second. Have each slime face its direction of travel. When one reaches the base, remove it and subtract 1 base health. The player starts with 120 gold and 20 base health. Clicking an empty grass cell uses raycasting against the board to determine the selected grid cell and places a weapon turret there for 50 gold, provided the cell is not part of the route, does not already have a turret, and enough gold is available. Use a low-poly cannon/weapon turret model that casts and receives shadows. Each turret has a 3.8-cell range, fires every 1.1 seconds, and targets the closest slime in range. Rotate the turret toward its target and fire a visible cannonball projectile from slightly above the turret. Cannonballs travel toward their target at speed 9; on impact within about 0.6 units they deal 6 damage. Destroyed slimes give the player 12 gold and are removed. Projectiles targeting dead or removed slimes should disappear. Include a fixed top HUD bar over the canvas with GOLD, WAVE, and BASE values, plus an instruction on the right reading approximately "Click grass to place turrets (50g) | Press R to restart". Keep the HUD styling translucent black with white text, muted labels, and a simple sans-serif font. Initialize/update it to show the live gold, wave, and base-health values; the game starts at wave 0 internally and the first wave increments it to 1. If base health reaches zero, stop gameplay and show the wave HUD value as "GAME OVER" (the implementation may also log the final wave and gold). Support pressing R to restart: reset gold to 120, wave to 0, base health to 20, remove enemies, turrets, and projectiles, rebuild the grid and base, and schedule the first wave again after about 3 seconds. Keep the game real-time and playable with mouse clicks; there is no player avatar, movement system, shop menu, or alternate map.