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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. Nguyễn Tu 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 Nguyễn Tu what you would add next.
Slimewatch was built by Nguyễn Tu 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 browser-based 2D canvas tower-defense game titled “Slimewatch,” designed to fill the entire viewport and work with mouse or touch input. Use a dark navy garden/arena background with a subtle blue-black vertical gradient and sparse tiny grid/tile specks. Overlay a responsive HUD: a translucent near-black rounded panel with thin light border at the top (12px from the edges), showing the green title “SLIMEWATCH,” then counters for lives (green heart icon, starting at 10), gold (coin icon, starting at 120), and wave (blue wave icon, starting at 0/8), plus a yellow rounded “Start wave” button. At the bottom, show another translucent rounded panel with the current instruction/message and smaller hint text: initially “Build turrets on the glowing pads.” and “Tap an empty pad to buy a turret · tap a turret to upgrade,” with a green “Reset” button on the right. Show short gold toast notifications near the top center for purchases, failed purchases, enemies getting through, and wave completion. The playfield is a fixed top-down 2D arena rendered behind the HUD. Draw a winding road as a thick dark shadow underlay, a broad slate-gray path, and a thin dashed center line. The path starts just off the left edge around 22% down the screen, travels right to about 21% width, turns down to about 72% height, travels right to 46% width, turns upward to about 28% height, travels right to 72% width, turns down to about 58% height, then continues right and exits off the screen. Put a yellow gate/base marker at the left entrance and a red rectangular exit marker at the right edge. Place seven circular glowing lime-green build pads away from the road at normalized positions approximately (11%,44%), (34%,43%), (58%,48%), (84%,40%), (33%,87%), (61%,86%), and (86%,78%). Pads should have a faint green fill and green outline, brighten when hovered, and be clickable/tappable. Core loop: the player starts with 10 lives, 120 gold, wave 0, no turrets, and no enemies. Pressing Start wave increments the wave and spawns one wave of slimes. Waves 1 through 8 contain 7 + wave*3 enemies (10 on wave 1, up to 31 on wave 8). Spawn them over time, initially one immediately and then roughly every 0.75 seconds, becoming slightly faster on later waves but never faster than 0.28 seconds between spawns. Every slime follows the road from the left entrance to the right exit, moving along the polyline. A slime has starting health 35 + wave*12 and speed 0.026 + wave*0.002 normalized path progress per second. Render each as a small wobbling green slime sprite, approximately 38px square; use a cute platformer-style slime image if available, with a simple green rounded blob fallback. Draw a dark health bar above every slime with a red remaining-health fill. Tower placement and upgrades: tapping/clicking an empty pad costs 40 gold and creates a level-1 turret; tapping an existing turret upgrades it from level 1 to 2 for 45 gold, then from level 2 to 3 for 90 gold. Do not allow purchases without enough gold and show “Need 40 gold” or the applicable upgrade cost. Level-3 turrets cannot be upgraded and should show “Max level.” Turrets are compact stylized guns: a dark circular base, a colored vertical body (light blue at level 1, purple at level 2, yellow at level 3), and a pale barrel angled outward. Turrets automatically search for the nearest slime within about 155px, fire approximately every 0.45 seconds at level 1, 0.38 seconds at level 2, and 0.31 seconds at level 3, and instantly apply 10 + level*7 damage. Show each shot briefly as a bright pale-yellow line from turret to target. Destroyed slimes award 12 gold. If any slime reaches the red exit, remove it, subtract one life, and show “A slime got through!” If lives reach zero, stop the wave, set game over, darken the playfield with a translucent overlay, and display centered “SLIMEBREACH” with “Tap Reset to defend the garden again.” The Reset button restores the initial state, removes all slimes and shots, clears all turrets, and returns the initial message. When all enemies from a wave have spawned and all are destroyed, end the wave and award a completion bonus of 25 + wave*8 gold; show “Wave X cleared! Build or start the next one.” and “Wave cleared + bonus.” Allow the next wave to be started until all 8 waves are cleared; then disable the start button and label it “All waves cleared.” During an active wave label it “Wave active,” and after game over label it “Game over.” Keep the visual style clean, friendly, and readable: rounded glassy HUD panels, high contrast white text, pale green build accents, yellow action buttons, dark navy background, and simple vector-like canvas effects. The game should be a real interactive playable tower defense rather than a slideshow, with responsive sizing and touch-action disabled on the canvas so tapping pads works on mobile.