Arcade › Slimewatch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Naufal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slimewatch yet. Play it, then tell Naufal what you would add next.
Slimewatch was built by Naufal 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 Slimewatch 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 playable mobile-friendly 3D tower-defense game titled “Slimewatch,” using an orthographic, slightly top-down/isometric camera. The scene should fill the viewport with a dark navy background and a square 15-by-15 grassy board: a low green rectangular platform with individual brown path tiles laid across it in a winding route. The route starts at the far left around grid coordinate (-7,-5), travels right to (-3,-5), turns upward to (-3,0), travels right to (4,0), turns downward to (4,4), then travels right to (7,4), where the player’s base sits. Place a small crystal castle/base at the route endpoint: an octagonal dark bluish pedestal with a glowing cyan faceted crystal above it, plus a thin flagpole and small red flag. Use soft directional shadows, hemisphere lighting, and light fog; the visual style is clean low-poly 3D with saturated game-like materials. The player defends the crystal by placing turrets on empty grass grid cells, never on path cells, outside the board, or on an already occupied tile. Start with 120 gold and 10 lives. The HUD is fixed over the 3D view: at the top show the bold spaced title “SLIMEWATCH,” and pill-shaped counters for a heart/lives value, a diamond/gold value, and “WAVE” with the current wave number. Under the top bar display the instruction: “Select a turret, then tap an empty grass tile. Stop the slimes before they reach the crystal.” At the bottom center show a dark rounded control panel with a selected “Build Turret · 40” button and a green “Start Wave” button. On narrow screens, the panel should fit with wrapping and margins. The Build Turret control toggles turret placement mode. When placement mode is active, tapping an eligible grass grid tile spends 40 gold and creates a turret. Turrets have a blue-gray low-poly base and a pale barrel/model, cast shadows, have a range of about 3.3 grid units, fire every 0.7 seconds, and deal 20 damage. Turrets automatically target the enemy in range that is furthest along the route (the implementation chooses the smallest route-progress distance among in-range enemies) and fire glowing yellow-orange spherical cannonballs that travel visibly to their target. Pressing Start Wave increments the wave and spawns 5 + 2×wave slimes, one at a time, with spawn spacing reduced as waves increase but never below about 0.28 seconds. During a wave, disable the start button and label it “Wave Running…”. Slimes follow the route from left to right and around its corners at speed 0.8 grid units per second. Make each slime a cute low-poly blob: a squashed sphere body, usually bright green, with every fourth slime purple, two tiny dark eyes, and a visible dark-backed green health bar hovering above it. Each slime starts with 45 HP; cannonball hits remove 20 HP, shrink the health fill proportionally, and killing one awards 10 gold. If a slime reaches the crystal, remove it and subtract one life. When all spawned slimes are gone, award 25 + 5×wave gold and make the next wave available. If lives reach zero, stop gameplay and show a centered dark translucent overlay/card with the title “Castle Breached,” the text “The slime tide got through.” and a green “Play Again” button that reloads/resets the game. Also support the successful wave state with “Wave Cleared!” and “The path is safe—for now.” in the same overlay, although normal continuous play should primarily return to the build/start state after clearing. Use pointer/touch input for all controls and board placement, prevent page scrolling, and resize the orthographic camera with the viewport. Keep the fixed HUD readable over the game, with dark translucent navy styling, white bold text, rounded pill/button shapes, subtle borders/shadows, and a yellow outline on the selected turret button. Implement the game with Three.js or an equivalent browser 3D engine, including raycast-based board tapping, animated enemy movement, turret targeting, projectiles, health bars, wave/life/gold state, and win/loss overlay behavior. Do not add unrelated mechanics, extra enemy types, upgrades, or weapons.