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Click the game above and it runs right here in your browser. No download, no installer, no account needed. wicolas arduino built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slimewatch yet. Play it, then tell wicolas arduino what you would add next.
Slimewatch was built by wicolas arduino 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.
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 3D browser tower-defense game titled “Slimewatch,” shown from a fixed elevated perspective camera looking down at a dark blue rectangular battlefield. Use a moody sci-fi/fantasy presentation: deep navy background and fog, a blue-green ground plane, soft shadows, cyan rim lighting, and a darker raised-looking segmented route laid across the field in a zig-zag pattern. The route begins near the left/back side at approximately (-8,-6), travels right, then turns through several horizontal and vertical sections, and ends at the lower/right side around (8,7). Place a glowing purple faceted/octagonal core at that endpoint, surrounded by a bright cyan ring; the core is the thing the enemies are trying to reach. The game is a wave-based tower defense. Start with Core 10, Gold 120, and Wave 0. The top HUD should show the “SLIMEWATCH” title at left, three dark rounded stat boxes labeled Core, Gold, and Wave, and a bright cyan START WAVE button at the right. Pressing START WAVE increments the wave, disables the button while the wave is active, and spawns 5 + wave*2 enemies over time. A wave is complete only after all scheduled enemies have spawned and all enemies are gone; then award 25 gold and allow the next wave to begin. There is no automatic wave start. Enemies are animated cute green slime/alien-like monsters, scaled down and moving along the route from its first point to its final point. Give each enemy starting health of 5 + wave*1.6 and movement speed of 0.8 + wave*0.04. When an enemy reaches the core, reduce Core by 1 and remove that enemy. If Core reaches zero, stop gameplay and show a full-screen dark translucent game-over overlay with a centered card reading “Core breached,” a summary such as “You reached wave [wave] with [gold] gold.”, and a yellow RESTART button that reloads/resets the game. Provide 11 glowing cyan circular build pads placed around, but not directly on, the route, at these approximate ground coordinates: (-7,-3), (-3,-4), (-3,1), (-1,1), (2,-4), (2,1), (4,6), (7,5), (7,2), (2,6), and (-7,2). The bottom-center HUD should contain a dark translucent rounded panel with two tower-selection buttons. The first is “⚡ Pulse Turret” and “50 gold”; the second is “✦ Spark Turret” and “80 gold.” Pulse is selected initially with a yellow outline. Beneath the panel, show the instruction: “Choose a turret, then tap a glowing pad. Stop the slimes before they reach the core.” Selecting a button changes the selected tower and displays a short toast telling the player to tap a glowing pad. Clicking/tapping an unoccupied glowing pad builds the selected turret if affordable, deducting its price and dimming the pad. Clicking an occupied pad displays an “That pad is occupied” toast; insufficient funds displays “Not enough gold.” Implement two tower types with visibly different color/projectile behavior. Pulse Turret costs 50, has range 4.6, fires every 0.65 seconds, deals 2 damage, and uses cyan/teal coloring. Spark Turret costs 80, has range 3.7, fires every 0.28 seconds, deals 1 damage, and uses yellow/gold coloring. Build each tower as a small round base with a weapon/top mounted above it, and rotate the top toward its currently targeted enemy. Each tower automatically chooses the nearest enemy within its range and fires glowing spherical projectiles. Cyan towers fire cyan/teal orbs; Spark towers fire yellow/orange orbs. Projectiles travel toward their target, apply damage on impact, and remove an enemy at zero health. Destroyed enemies award 8 gold. Turrets should continue operating during active waves without additional player aiming. Use a clean stylized low-poly/asset-based 3D look: standard materials, dark teal/navy environment, cyan emissive pads and core ring, purple emissive core, bright green animated enemies, and soft directional shadows. Keep the camera fixed rather than following the enemies, with the entire route, pads, core, and HUD readable at once. Support mouse/touch pointer input for selecting towers, starting waves, building on pads, and restarting. Display short centered toast notifications for wave incoming and wave cleared (+25 gold), and keep the top stats synchronized with core, gold, and wave values.