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Slimewatch

  • 3d
  • tower-defense
  • strategy
  • arcade
  • fantasy
  • web-game
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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. xiang long 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 xiang long what you would add next.

Make your own game

Slimewatch was built by xiang long 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 browser-based 3D tower-defense game titled "Slimewatch" using an orthographic, elevated top-down/isometric camera. The scene is a compact rectangular battlefield on a dark blue-gray background with subtle fog: a dark teal ground plane, a mauve/brown central vertical path, and darker teal build zones on both sides. The path runs from the far/bottom end at z=-9 through waypoints around z=-5, -1, 3, and ends at a glowing cyan faceted octahedral crystal/core near z=8.2. The crystal floats slightly, rotates, and gently bobs. Place four columns of glowing mint-green circular build pads along the side zones: x positions -6.2, -4.6, 4.6, and 6.2, with each column having pads at z=-6, -2, 2, and 6. Pads are clickable/tappable; hovering highlights an available pad yellow, and placing a turret changes the pad to a muted gray-blue.

The player begins with 120 gold, 10 lives, and wave 0. A fixed HTML HUD overlays the canvas: top-left bold white SLIMEWATCH title, beside it a dark rounded stats panel showing Gold 120, Lives 10, Wave 0 with bright green values; top-right a light green rounded "Start Wave" button and a dark secondary "1×" speed button. Bottom-center show a dark rounded instruction panel saying "Tap a glowing pad to place a turret · stop the slimes before they reach the crystal". Use a clean modern system sans-serif UI, dark translucent panels, soft borders and shadows, and responsive behavior that hides the title on narrow screens.

Clicking an unoccupied pad buys and places one turret for 25 gold, provided the player can afford it. Do not allow placement on occupied pads, during game over, or when a wave is running if gold is below 25; otherwise show a brief toast "Need 25 gold" when too poor. Turrets should use castle/tower-defense style 3D assets when available, with a simple low-poly cylinder fallback, and automatically aim at the nearest slime within range 4.4. Turrets fire glowing orange-gold arcane orb projectiles every 0.75 seconds. Projectiles travel toward their targeted slime at speed 8 and deal 1 damage.

The Start Wave button increments the wave, spawns 5 + 2×wave green slimes, and starts the wave. Show a brief top-center toast such as "Wave 1 incoming". Spawn slimes about 0.68 seconds apart. Each slime is a small rounded bright lime-green low-poly blob with two tiny dark eyes, two hit points, and a slightly variable speed between 0.95 and 1.15. Slimes follow the central path waypoint-by-waypoint toward the crystal, with a subtle vertical squash/bob animation and turning to face their movement direction. If a slime reaches the end, remove it and subtract one life. When lives reach zero, stop the game and show a toast "The crystal fell — reload to try again". When all spawned slimes are defeated and none remain, end the wave, award 18 + 3×wave bonus gold, and show "Wave cleared! Bonus gold". Killing a slime awards 8 gold. Update the HUD immediately for gold, lives, and wave changes.

The speed button toggles simulation speed between 1× and 2× and updates its label. Disable the Start Wave button while a wave is active or after game over, changing its label to "Wave Running" during an active wave. Use Three.js lighting with a bright hemisphere light, directional sunlight with soft shadows, and a cool fill light. Enable antialiasing, shadows, and responsive resize handling. Keep the scene mostly minimal and dark, with the luminous green pads, lime slimes, orange projectiles, and cyan crystal providing the main color accents. The game should be fully playable with mouse or touch pointer input and should preserve the described HUD and interactions.

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