Arcade › Slimewatch
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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 portrait-friendly, responsive 2D canvas tower-defense game titled “Slimewatch.” Use a full-screen canvas with a dark navy/teal vertical-gradient background (#102c35 at the top fading to #07131a at the bottom), subtle mint grid-like speckles below the HUD, and a fixed HTML/CSS HUD over the canvas. The visual style should be clean, compact, high-contrast mobile UI with rounded panels, soft shadows, muted teal/brown playfield colors, and bright pastel effects. HUD: At the top, show a rounded dark pill labeled “SLIMEWATCH” on the left. On the right show three rounded pills reading “Gold 120,” “Core 20,” and “Wave 0” at the initial state. Keep these values live: gold is the player’s currency, Core is the remaining base health/lives, and Wave is the current wave. Put transient status messages centered below the top bar, such as “Wave 1 incoming,” “Wave 1 cleared +43 gold,” “Bolt turret online,” “Not enough gold,” or “The core fell — tap RESTART.” Near the bottom, show an instruction like “Choose a turret, then tap a glowing build pad. Start each wave when ready.” Hide this help text on narrow screens. The playfield is a top-down 2D route laid out responsively from the current viewport. The enemy path is a thick winding corridor: it starts near the left side around 22% of screen height, travels right to about 42% width, turns downward to around 78% height, travels right to about 72% width, turns upward back to around 22% height, then travels right to the exit near the right edge. Draw a wide dark outline around the route, a thick brown/tan road inside it, and a thin pale highlight down the center. Label the entrance “SLIME GATE” in mint above the first point and the exit “CORE” in coral above the final point. Enemies enter at the gate and follow this route toward the core. Place eight circular build pads around the route, at approximately normalized positions (19%,40%), (31%,67%), (52%,40%), (59%,68%), (82%,40%), (84%,68%), (30%,25%), and (58%,25%). Empty pads are translucent green circles with dashed mint outlines and a plus sign. A player can only build on an empty pad, and cannot build on or too near the road. Tapping an occupied pad does nothing; there is no selling or upgrading system. At the bottom, create three selectable turret buttons: “⚡ Bolt” with “45g,” “❄ Frost” with “70g,” and “✹ Cannon” with “110g.” The selected button gets a bright mint outline and greener background. To the right, show a large coral/orange rounded button labeled “START WAVE.” It starts the next wave, is disabled while a wave is running, and changes to “RESTART” after game over. On narrow screens make the controls wrap naturally while keeping them usable as touch targets. Core gameplay: Begin with 120 gold, 20 Core health, wave 0, no towers, and no enemies. Select a turret type, then tap an empty glowing pad to spend its cost and place a turret. Bolt costs 45, has range 132 and fires every 0.46 seconds for 18 damage. Frost costs 70, has range 118 and fires every 0.72 seconds for 5 damage; each hit slows an enemy to 48% movement speed for 1.4 seconds. Cannon costs 110, has range 150 and fires every 1.05 seconds for 34 damage. Turrets automatically target the enemy in range that is furthest along the path, rotate toward it, and fire without additional player aiming. Pressing START WAVE increments the wave and spawns 5 + wave number*2 slime enemies, one at a time with an initial interval that decreases slightly as waves rise but never below 0.22 seconds. Each enemy starts with health 30 + wave number*12 and moves along the complete route at speed 0.035 + wave number*0.002 in normalized path progress per second, reduced by Frost slow when affected. If an enemy reaches the endpoint, remove it and reduce Core by 1. If Core reaches zero, stop the wave, set game over, and show a dark translucent overlay with large centered “CORE LOST” and “Tap RESTART to try again.” Restart resets everything to the initial 120 gold, 20 Core, wave 0, no enemies/turrets, and empty pads. When a turret shot reaches its target, deal the appropriate damage. A defeated enemy grants 10 gold. When all spawned enemies have been defeated or reach the core, clear the wave, stop the wave, and award 35 + wave number*8 gold. The player manually starts each subsequent wave. Make the wave progression and economy visible through the HUD. Draw the entities in the same minimalist canvas style: turrets are dark teal circular bases with a colored rectangular barrel aimed toward their current target, a pale center dot, and a subtle oval shadow. Bolt projectiles are thin cyan streaks, Frost projectiles lavender streaks, and Cannon projectiles thicker orange streaks. Enemies are cute green slime blobs with a subtly pulsing/wobbling silhouette, two dark eyes, a shadow underneath, and a small health bar above them with a coral/red missing-health background and pale peach remaining-health fill. Use cyan for Bolt, lavender for Frost, and orange for Cannon. On impacts and core leaks, emit small square colored particle bursts that drift and fade. Support pointer/touch input for tower selection, build placement, and wave/restart controls, and keep the canvas scaled for device pixel ratio while filling the viewport.