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Slimewatch

  • 3d
  • tower-defense
  • strategy
  • arcade
  • low-poly
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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. 24_Muhammad Nafis Dzulfahmi 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 24_Muhammad Nafis Dzulfahmi what you would add next.

Make your own game

Slimewatch was built by 24_Muhammad Nafis Dzulfahmi 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 playable browser 3D tower-defense game titled “Slimewatch.” Use Three.js or an equivalent 3D engine with an orthographic, nearly top-down camera looking straight down at a compact rectangular playfield. The camera should show a dark teal-green ground with subtle scattered specks, warm brown/tan path segments forming a long winding route, and a dark blue-green background/fog. The route starts at the far left around (-8.2, -4.5), travels right, turns upward, travels right, turns downward, travels right, then turns downward again before ending at the far right around (8.2, 4.6). Place a blue-green circular spawn pad at the start and a dark red/crimson circular gate/goal at the end. Add sparse stylized trees around the outer edges, with brown trunks and dark green conical foliage.

The core mechanic is tower defense. Begin with 140 gold, 10 lives, and wave 0. There are eight glowing green circular build pads at fixed positions off the path. The player taps/clicks an unoccupied glowing pad to spend 50 gold and place a turret. Turrets should be compact stylized machines with a low cylindrical base, a blocky upper body, and a forward barrel; use a supplied turret model if available, otherwise create that simple low-poly shape. Tapping an existing turret selects it and displays a yellow selection ring. Turrets automatically target the slime furthest along the route within range and fire visible small blue glowing orb/bolt projectiles. A starting turret has damage 22, range 3.6, firing cooldown 0.7 seconds, and no splash damage.

Slimes spawn one at a time from the blue spawn marker during an active wave and follow the route segment by segment toward the crimson gate. Use a green low-poly blob/slime model if available, or a rounded green squashed sphere fallback. Each slime starts with 60 HP plus 10 per wave, moves at 0.85 plus 0.04 per wave, and should visibly travel along the brown path. A wave contains 5 plus twice the wave number slimes. Destroyed slimes award 18 gold. When every spawned slime is gone, clear the wave and award 35 bonus gold. A slime reaching the gate removes one life; when lives reach zero, stop the game and show a defeated state. Use small expanding ring effects on hits, with green effects for ordinary hits and gold/orange effects for splash hits.

Add turret upgrades through the HUD. When a turret is selected, show its level, damage, range, and splash status, and enable an Upgrade button if affordable. Upgrade costs begin at 70 gold; each upgrade increases level, multiplies damage by 1.55, increases range by 0.45, reduces cooldown by 0.08 down to a minimum of 0.32, increases splash radius by 0.65 up to 1.25, slightly scales up the turret, and sets the next cost to 45 plus level times 45. Splash damage affects nearby slimes at 55% damage. Do not allow placement or upgrades without enough gold.

The interface is a dark translucent rounded HUD layered over the game. At the top, show a compact header with a glowing green slime-like square logo, bold “SLIMEWATCH” branding, and stats for gold (coin icon), lives (heart icon), and Wave. At the lower left, show a “Defense controls” panel with the instruction “Tap a glowing pad to place a turret. Turrets automatically target the first slime on the path.” (or equivalent wording), selected turret details, and rounded buttons for “Start wave,” “1× speed,” and “Upgrade.” Starting a wave changes the button to “Wave incoming…” and increments the wave; after defeat it reads “Defeated.” The speed button toggles between 1× and 2× simulation speed. Show short centered toast messages such as “Wave 1 incoming,” “Turret deployed,” “Turret upgraded to Lv 2,” “Wave cleared +35 gold,” and insufficient-funds messages. On the lower right, show the small legend “Green pads = open build spots · Blue bolts = turret fire.”

Keep the presentation clean and readable on desktop and mobile: rounded dark panels with subtle borders, blur, shadows, light blue-gray text, bright lime primary button, and sky-blue secondary buttons. The playfield should remain visible behind the HUD, with soft lighting, ambient shadows, restrained low-poly materials, and an atmospheric dark teal palette. Pointer/touch interaction should work on the canvas and buttons, and resizing should preserve the orthographic framing.

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