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Arcade › Slimewatch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ahmed Arafi 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 Ahmed Arafi what you would add next.
Slimewatch was built by Ahmed Arafi 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 responsive portrait-friendly 2D HTML5 canvas tower-defense game titled “Slimewatch,” matching the supplied screenshot’s clean, cozy cartoon style. Use a full-screen canvas with a dark green grass playfield (#2f7454) and subtle alternating 48px grass tile shading. Keep a fixed HUD over the canvas: a rounded dark translucent top panel inset about 12px from the edges, with the uppercase spaced title “SLIMEWATCH” on the left in pale mint, and three stats on the right: red heart/lives, gold/money, and wave number. Start with 10 lives, 120 gold, and wave 0. Along the bottom, show the hint “Tap the grass to place a turret • hold the line,” plus a bright lime “Start Wave” button and a pale secondary “Pause” button, both rounded with a chunky darker lower shadow. Add a small temporary rounded notification banner below the top HUD for messages such as “Wave 1 incoming,” “Wave cleared +20,” “Need 35 gold,” “Too close,” “Paused,” and “A slime got through.” The fixed enemy route is a thick, rounded, angular winding path across the grass, represented by normalized points approximately (2%,22%), (20%,22%), (20%,68%), (43%,68%), (43%,31%), (69%,31%), (69%,78%), (98%,78%). Clamp its vertical points so it stays below the top HUD (at least y=90) and above the bottom controls (at most height-94). Draw it with a wide brown outer stroke about 58px and a lighter tan inner stroke about 45px, rounded joins and caps. At the left route entrance draw a pale green circular marker labeled START; at the right exit draw a coral/red circular marker labeled BASE. The route is forbidden terrain for tower placement, using a roughly 38px path hit radius. Before the first wave, darken the playfield between the HUD regions with a translucent overlay and center the instructional text: “Build your defense” and beneath it “Tap open grass to place a turret, then start the wave.” The player taps/clicks open grass to place defenses. A turret costs 35 gold; reject placement while paused, on the route, too near another turret (within 48px), above the top playable area or in the bottom control area, or when funds are insufficient. On placement, create a small stylized turret: a dark blue-gray square base/body, pale green circular head, and lime-green horizontal barrel aimed toward its target. Give every turret a translucent circular attack-radius outline of about 145px. Turrets automatically target the furthest-along slime within range, fire every 0.72 seconds, and launch small pale yellow projectiles that travel toward the target at about 390px/sec and deal 1 damage. Add small pale-green placement particles. Pressing Start Wave should do nothing if a wave is already active or paused. Otherwise increment the wave, show “Wave N incoming,” and spawn a wave of nextWaveSize + wave*2 enemies, starting with nextWaveSize 6 and increasing that base by 1 each wave. Spawn enemies at about 0.65 seconds apart, slightly reducing the interval as waves rise. Slimes follow the route continuously from START toward BASE at 42 + wave*2 pixels/sec. Normal slimes are small green cartoon blobs (around 14px radius) with 2 + floor(wave*0.4) HP. From wave 3 onward, 18% of spawned slimes are stronger purple/lavender larger blobs (around 17px radius) with 4 + floor(wave*0.4) HP, moving at 34 + wave*2 pixels/sec. Render each slime with a cute sprite-like blob appearance (or a similarly simple cartoon shape if external sprite assets are unavailable), and show a small dark health-bar background over it with a light green bar for normal slimes or lavender bar for strong slimes. When a normal slime dies, award 10 gold; when a strong slime dies, award 18 gold, with small colored burst particles. If a slime reaches the BASE endpoint, remove it and subtract 1 life, showing “A slime got through.” When all enemies have spawned and all active slimes are gone, end the wave, award 20 bonus gold, show “Wave cleared +20,” and return the Start button label to “Start Wave.” The Start button label should be “Wave Active” during a running wave. Pause toggles the paused state and changes its label between “Pause” and “Resume”; paused gameplay must stop updating, and placement is disabled. If lives reach zero, set lives to 0, stop the wave, pause the game, show a darkened “Base overrun” overlay with “Press Resume, then Start Wave to try again,” and allow the user to resume/restart as implied by the controls. Animate projectiles, turret aiming, enemy movement, hit/death particles, and all HUD values in real time. Cap frame delta for stable simulation and make the game work with mouse, touch, and pointer input on responsive screens.