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Slimewatch

  • 2d
  • tower-defense
  • arcade
  • wave-based
  • strategy
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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. Arthur Zim 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 Arthur Zim what you would add next.

Make your own game

Slimewatch was built by Arthur Zim 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.

Recreate a 2D top-down/canvas tower-defense game titled “Slimewatch.” Fill the viewport with a dark navy-to-blue vertical gradient background and a subtle blue grid. Use a fixed playfield (responsive to the viewport) with a thick winding road running from the left edge to the right-side base: the path starts around the left at 52% screen height, travels right, turns upward to about 26% height, travels right, turns down to about 70%, travels right, then turns back toward the base near the right edge at about 52% height. Render the road as a dark outer stroke, a broad muted blue inner stroke, and a thin light-blue dashed center line with rounded corners. At the endpoint, draw a glowing cyan circular base with a dark center and the label “BASE.”

This is a wave-based tower-defense game. The player begins with Base 20 HP, 120 gold, Wave 1, and Kills 0. Show these in rounded dark translucent HUD pills at the upper left, with heart/diamond-style icons or equivalent labels. Put a “Start Wave” button in the upper-right. Initially show the status message “Build a turret, then start the wave.” Place eight glowing cyan diamond-shaped build pads around the road, at varied positions above, below, and between path bends. Each unbuilt pad displays “45” and can be clicked/tapped to build a turret if the player has at least 45 gold. Clicking the bottom-left “Build Turret” panel button should only remind the player to tap a glowing pad; it does not place a turret itself. The panel should identify the single tower as “Pulse Turret” and say “Tap a build pad · 45 gold.”

A built Pulse Turret costs 45 gold, changes its pad to a darker blue diamond, and appears as a pale cyan circular turret with a darker blue center and a short barrel pointing toward its target. Draw a faint circular range indicator around every turret. Turrets automatically target the nearest living slime within 142 pixels and fire every 0.48 seconds. Each shot is a brief bright white/cyan line from turret to target and deals 1 damage (level 1). Add tiny pale hit particles on impact. There is no player movement or direct shooting.

When “Start Wave” is pressed, spawn 5 + 3×current-wave slimes, one roughly every 0.48 seconds, at the left path entrance. Slimes follow the road continuously toward the base. Normal slimes are small green, gently bobbing creatures with a visible HP number above them; their starting HP is 2 + floor(wave×0.45), and their speed is 0.031 + wave×0.0015 path progress per simulation unit. Starting at wave 3, occasionally spawn a larger darker/block-style slime (18% chance) with radius about 17, HP 5 + wave, and speed 0.022 + wave×0.0015. Use a Kenney-like pixel/platformer slime appearance if assets are available, with a simple green blob fallback. Slimes reaching the base reduce Base HP by 1 and disappear. Destroyed slimes increase Kills by 1 and award 8 gold.

A wave ends only after all scheduled slimes have spawned and all slimes are gone. Then increment the wave number, award 28 gold, re-enable Start Wave, and display “Wave cleared! +28 gold. Build up before wave N.” During an active wave, show a message like “Wave N incoming — protect the base!” Disable the Start Wave button while a wave is running; do not allow starting another wave while active. The player can build additional turrets between or during waves as long as they can afford them. The game ends when Base HP reaches 0: stop the wave, hide Start Wave, show Restart, overlay the playfield with a translucent dark layer, and center the text “BASE OVERRUN” plus “You stopped X slimes across Y waves.” Restart resets gold to 120, base HP to 20, wave to 1, kills to 0, and removes all enemies, turrets, projectiles, and particles.

Keep the visual style clean, minimal, and arcade-like: dark futuristic navy UI, cyan/ice-blue highlights, rounded translucent HUD cards, bold compact system typography, glowing pads and base, simple geometric turret art, and small bright projectile effects. Support mouse and touch/click interaction on the canvas and responsive layouts; include a bottom-center status pill, bottom-left tower card, and bottom-right help text reading “Click/tap a glowing pad to place a turret. Turrets auto-target the nearest slime.”

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