Skip to content

Arcade › Slimewatch

Slimewatch

  • 3d
  • tower-defense
  • strategy
  • arcade
  • low-poly
  • fantasy
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Htut Aung Latt built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Slimewatch yet. Play it, then tell Htut Aung Latt what you would add next.

Make your own game

Slimewatch was built by Htut Aung Latt 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.

Read the build brief for Slimewatch

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 browser-playable 3D tower-defense game titled “Slimewatch,” presented in a fixed orthographic top-down/isometric-like view of a small rectangular forest battlefield. Use a dark green presentation: nearly black-green background and fog, a large flat deep-green ground plane, subdued lighting, and a muted earthy palette. The camera looks straight down from high above with no player avatar and no camera movement. The battlefield should fill the center beneath an HTML-style HUD, with soft shadows/lighting and simple low-poly geometry.

Build a winding tan/brown path across the green field. The path starts at the far left around z=4, travels right, turns down toward z=0, travels right, turns down to z=-4, travels right to x=3, turns up to z=1, travels right to x=8, then heads toward the far-right exit around (10,-2). Represent it as connected chunky rectangular path tiles. Place ten circular green turret pads beside the route at approximately (-8,2), (-8,-2), (-4,2), (-4,-2), (0,2), (0,-2), (5,3), (5,-1), (8,3), and (8,-4). Pads are visibly distinct low cylinders and can each hold at most one turret.

The player begins with 90 gold, 12 lives, and wave 0 of 8. Clicking/tapping an empty pad places a small stylized automated turret if the player has at least 30 gold, deducting 30. A turret is a low-poly gold/yellow octagonal cylindrical base with a gold blocky head and a short dark green barrel pointing toward the route; it automatically targets the nearest slime within a range of about 4.8 world units, rotates its barrel toward the target, and fires glowing yellow-orange spherical projectiles about every 0.58 seconds. Each projectile travels visibly to the target and deals 1.8 damage.

Provide a clearly visible SELL MODE button. Clicking/tapping it toggles a highlighted active state; while active, tapping an occupied pad removes that turret and refunds 15 gold. Tapping an occupied pad outside sell mode shows a short “That pad is occupied” message. If the player lacks 30 gold, show “Need 30 gold.” Placing and selling should show brief centered status messages such as “Turret placed” and “Turret sold +15.”

The wave control is a large “START WAVE” button. When pressed, increment the wave and spawn a stream of slimes from the left start point, one roughly every 0.62 seconds. Wave 1 has 8 slimes, and each later wave adds 2, so wave N contains 6+2N enemies. Slimes follow the connected path waypoint by waypoint toward the right exit. Normal slimes are small bright lime-green glowing low-poly blobs with a slightly squashed spherical body, two tiny dark eyes, 2.8 HP, speed about 1.05 plus 0.04 per wave, and award 7 gold when destroyed. Starting at wave 4, give each spawned slime about a 22% chance to be an elite: make it visibly larger/brighter yellow-green, with 5 HP, speed 0.8, and a 12-gold reward. Turrets should visibly damage and destroy slimes; killing enemies adds their value to gold.

If a slime reaches the end of the route, remove it and subtract one life. If lives reach zero, stop play, mark game over, and show “The slimes broke through.” When all enemies in a wave have spawned and all are defeated, stop the wave and award a completion bonus of 25 + 5 times the wave number gold. Show “Wave cleared + bonus.” After wave 8 is cleared, mark the game won and show “Forest saved!” The main wave button should change to “WAVE IN PROGRESS” during an active wave, and to “RESTART” after winning or losing; pressing restart reloads/resets the game.

Use a polished responsive HUD over the canvas. At the top, show a rounded dark translucent “SLIMEWATCH” brand badge on the left and three rounded stat cards on the right reading GOLD, LIVES, and WAVE, with large gold values such as 90, 12, and 0/8. At the bottom, show the instruction text: “Tap an empty pad to place a turret. Turrets cost 30 gold and fire automatically at nearby slimes.” Place two large rounded action buttons: muted coral/red “SELL MODE” on the left and golden “START WAVE” on the right, with dark drop shadows and a pressed/highlighted treatment. On narrow screens, stack/wrap the HUD and make the bottom controls full-width. Keep the visual style clean, minimal, dark forest-green, low-poly, and game-like with no invented player character or extra systems.

More free browser games

Browse the whole Arcade →