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Slimewatch

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  • 3d
  • tower-defense
  • strategy
  • mobile
  • low-poly

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Sollahudin Almadad, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Slimewatch was built by Sollahudin Almadad 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 mobile-friendly 3D tower-defense game titled “Slimewatch.” Use a dark navy sci-fi/fantasy presentation with an orthographic, elevated three-quarter camera looking down at a rectangular battlefield. The scene should have a dark blue-gray ground slab, a wide brown path laid out as connected rectangular segments, glowing pale-green hexagonal build pads beside the path, and a bright cyan faceted crystal with a glowing ring at the path’s endpoint. Use soft shadows, fog, bloom/emissive-looking materials, and a clean low-poly aesthetic. The camera should frame the entire board and adapt to the viewport while preserving the overhead isometric-like view.

The goal is to protect the crystal/base from waves of green bouncing slimes. Slimes spawn at the far left of this route and follow a fixed winding path: travel right along the upper section, turn downward, travel right through the middle, turn downward again, travel left, turn downward, then travel right to the crystal at the far right. Use animated low-poly green blob/slime models if available, with a subtle vertical bouncing motion while they move. Each slime has hit points, takes damage from turret projectiles, and removes one base life if it reaches the crystal. Start with 10 base lives. If lives reach zero, stop the active wave and display a message that the crystal fell and the player can try again after rebuilding.

At the start, give the player 120 gold and wave 0. The first screen has a centered dark translucent modal card titled “Slimewatch,” with the text “Protect the crystal from waves of bouncing slimes. Place turrets on the glowing pads, then start the first wave.” and a bright green “Enter the watchtower” button. Hide the modal when pressed and show the playable board. The top HUD remains over the game: left panel with “SLIMEWATCH” and “Build. Aim. Survive the wave.”; right panel with live GOLD, BASE, and WAVE values. Center a status message near the top such as “Choose a glowing pad, then start a wave.”

Implement tower construction on the glowing pads. The bottom HUD has a gold/yellow “Place Turret” button showing “40 gold,” and a green “Start Wave” button. Pressing Place Turret switches into placement mode and changes its label to “Tap a Pad”; tapping/clicking an unoccupied glowing pad spends 40 gold and creates a turret made of a round tower base plus a small mounted weapon. Turn that pad gray/dim to show it is occupied. Reject occupied pads with “That pad is already occupied.” and reject construction when gold is below 40 with “Not enough gold.” Placement can be canceled by pressing the button again. Turrets automatically search for the nearest slime within roughly 4.6 world units, fire glowing yellow-orange spherical projectiles about every 0.62 seconds, and deal about 1.2 damage per hit. When a slime dies, award 8 gold.

The Start Wave button is disabled until the required 3D assets have loaded and is disabled during an active wave. Pressing it increments the wave number, spawns a wave of 5 + 2×wave slimes from the route entrance, and displays “Wave [number]: hold the line!” Spawn slimes about 0.75 seconds apart. Slime speed is about 0.85 + 0.06×wave and health is about 3 + 0.7×wave, making later waves harder. When all scheduled slimes have spawned and all are destroyed or have reached the base, end the wave, re-enable Start Wave, award a clear bonus of 25 + 5×wave gold, and show “Wave cleared. Bonus gold earned.” The player may build between waves and also while a wave is in progress, provided they have enough gold. Keep projectiles visually visible as bright emissive gold spheres traveling toward their current target.

Use pointer/touch interaction: the Place Turret and Start Wave controls are large, rounded, high-contrast buttons suitable for mobile, and clicking/tapping the 3D pads places a tower when placement mode is active. Use translucent navy HUD panels with subtle borders, rounded corners, blur/shadow styling, white text, and green/yellow accents. On small screens hide the optional bottom instructional hint, but otherwise keep the HUD readable. The bottom hint on wider screens should say: “Turrets cost 40 gold. Start a wave, then place more towers between pushes.”

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