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Slimewatch

  • 3d
  • tower-defense
  • arcade
  • strategy
  • mobile
  • top-down
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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. Reyes Magos 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 Reyes Magos what you would add next.

Make your own game

Slimewatch was built by Reyes Magos 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 polished single-screen 3D tower-defense game titled “Slimewatch.” Use Three.js or an equivalent real-time 3D engine with an orthographic, slightly angled top-down camera looking over the entire arena. The scene should have a very dark navy background (#07121c), subtle fog, soft shadows, a cool pale hemisphere light plus a bright directional key light, and a clean mobile-friendly HUD over the canvas.

Arena: make a rectangular dark teal board approximately 20 world units wide by 12 deep, with a low dark ground slab and an 19-by-11 grid of square build tiles (integer x=-9..9, z=-5..5). Tiles should be blue/teal, subtly separated by dark grid lines. A thick muted brown path winds across the board in a clear zigzag/S-shaped route. The path centerline should follow these waypoints in order: (-8,-4) to (-5,-4), up to (-5,1), right to (-1,1), down to (-1,-3), right to (4,-3), up to (4,3), then right to (8,3). Give the path a slightly raised brown surface and a narrow teal edge/outline. Slimes enter at the first waypoint and travel along this route to the final waypoint; they must not be placeable on path cells.

Core loop: begin with 120 gold, 10 lives, wave 0, and score 0. The player taps/clicks an empty non-path grid tile to place a turret for 40 gold. Occupied tiles and path tiles reject placement with a brief toast saying “That tile is blocked”; insufficient funds show “Need 40 gold.” Newly placed turrets become selected. The player can tap/click an existing turret to select it. A selected turret can be upgraded with the HUD button: the cost is 55 + 35 times its current level, so the first upgrade costs 90 gold. Each upgrade increases level by 1, range by 0.35, and damage by 1. Start turrets at level 1, range 3.15, damage 1. Turrets automatically acquire the slime with the smallest path progress within range and fire magical bolts roughly every 0.72 seconds at level 1, with cooldown reduced by dividing by the square root of level. Show bright cyan glowing projectile spheres moving toward their targets. Turret placement and upgrades should give short feedback toasts such as “Turret placed,” “Level N turret selected,” and “Turret upgraded.”

Turret appearance: use a compact stylized sci-fi/fantasy turret on a small blue metal cylindrical base, with a bright cyan glowing ring. If an external low-poly turret model is available, mount it above the base; otherwise use simple low-poly cylinder geometry for the head. Turrets cast soft shadows and rotate/aim toward their current target.

Enemies: spawn cute small low-poly slimes as rounded green or occasional pink/purple emissive blobs with slightly squashed bodies, tiny dark eyes, and a gentle bobbing/rotation animation. Start each wave by pressing the prominent “Start wave” button. Wave N spawns 5 + 2N slimes, one at a time, with spawn interval max(0.38, 1.05 - 0.035N). Slimes move along the waypoint path at speed 0.78 + 0.035N and have 2 + floor(0.7N) hit points. Destroyed slimes disappear, add 10 score and 12 gold. A slime reaching the end removes one life. When lives reach zero, stop the game and show a centered dark translucent game-over overlay with pink heading “Base overrun,” text stating “You held for wave N with S points.” and a “Restart” button that reloads the game. Once all enemies in a wave are spawned and defeated, stop the wave, show a toast like “Wave cleared — build more defenses,” and provide a four-second cooldown before the next wave. The start button should be disabled while a wave is active, while enemies remain, or after game over; its label should initially be “Start wave,” then show “Next wave X” during cooldown, and otherwise return to “Start wave.”

HUD: overlay fixed UI with no pointer interception except buttons. At top-left, use a rounded translucent navy panel with a thin blue-white border and compact white/cyan typography displaying icons and values: 💰 120 gold, ❤ 10 lives, 🌊 Wave 0, and ⭐ 0 score. At top-right, use a matching rounded panel containing a large cyan “Start wave” button and a purple secondary “Upgrade turret” button; disable and visibly fade Upgrade turret unless a turret is selected and affordable. Keep the HUD readable on desktop and responsive on narrow/mobile screens, stacking the top controls vertically when needed. At the bottom center, show a rounded translucent hint panel reading exactly: “Tap an empty tile beside the path to place a turret · Tap a turret to upgrade it”. Use dark navy, teal, muted brown, cyan glow, lavender, and slime green/pink as the main visual palette. Ensure touch input works, the canvas fills the viewport, and the result feels like a clean, tactile arcade tower-defense game rather than a realistic simulation.

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