Arcade › Bid Room
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Remix Bid Room 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 game titled “Bid Room,” a touch-friendly 2.5D tabletop auction game viewed from a fixed perspective camera angled down over a warm low-poly auction room. The scene should use a dark brown wood floor and walls, a red rectangular rug, a small auction table with four surrounding chairs, scattered stacks/props of gold coins, and four simple low-poly bidder figures seated around the table. Light the room warmly with soft shadows and subtle fog. Place a large upright/flat item card on the tabletop and a small gold coin marker for the current bid. The item card should gently bob and rotate, the bid marker should slowly spin/pulse, coins should subtly rotate, and bidders should briefly raise/bump their beige bid paddles whenever they bid. Use a casino/tabletop visual style: deep browns, cream panels, gold borders and accents, and bold rounded Nunito-like typography. The game begins with a full-screen dark translucent modal introduction titled “Bid Room,” explaining: “Buy mystery items at auction, then reveal their resale value. Keep your bids sharp — overpaying hurts.” Show “Controls: tap Call, Raise, or Pass on your turn.” and a prominent gold “Start Auction” button. Once started, run exactly 8 sequential auctions, with the player competing against three AI bidders named Rook, Mina, and Dex. All four bidders begin with 600c and a displayed count of items won. The player is shown separately from the three AI bidders in the HUD; use distinct bidder colors (player green, Rook blue, Mina purple, Dex orange) in the 3D scene. For each auction, reveal a mystery item card with its name, category, icon, a visible estimated resale range, and a short clue, while keeping its exact resale value hidden until the auction ends. Use these eight items in order: Moonlit Vase (Ceramic, 120–260c, “Fine glaze. Could be a quiet treasure.”); Brass Compass (Relic, 80–210c, “Old brass, clean needle, uncertain maker.”); Velvet Crown (Costume, 170–360c, “Looks royal. Might just be theater stock.”); Pearl Brooch (Jewelry, 130–310c, “Small, shiny, and easy to overvalue.”); Sealed Map (Paper, 60–240c, “Collectors love mystery, but paper can flop.”); Jade Turtle (Carving, 210–420c, “Heavy stone and neat details.”); Tiny Automaton (Toy, 190–390c, “A wind-up oddity with bidding-room buzz.”); Silver Locket (Jewelry, 90–280c, “Pretty engraving, unknown silver content.”). Generate each exact value randomly in its range, rounded to the nearest 10c. The card visibly shows the range and clue during bidding, then changes to show “VALUE: [value]c” after resolution. Use turn-based bidding around the table. The opening bid is 40c in auction 1 and increases by 10c per auction, capped at 100c. On the player’s turn, provide three large controls: “Call +25,” “Raise +50,” and “Pass.” Call raises the current bid by 25c; Raise raises it by 50c; Pass folds the player for that auction. Disable actions when it is not the player’s turn or the player cannot afford the requested bid; do not show the bidding buttons during the reveal/results state. Bidders take turns in a repeating four-player order. The current leader remains eligible to win but does not bid against themself; continue cycling until only one active bidder can afford the current bid. The last active bidder wins at the current bid. If everyone passes without a leader, show “No sale. Everyone stayed cautious.” and reveal the item without awarding it. Implement AI bidding for Rook, Mina, and Dex. Each has a different bidding personality: Rook 0.95, Mina 1.12, and Dex 0.84. On its turn, an AI estimates the item’s midpoint multiplied by personality, adds random uncertainty, applies slightly increasing pressure in later rounds, and chooses to pass, call +25, or sometimes raise +50 based on that ceiling and the current bid. An AI may not bid beyond its available money. When a player or AI places a bid, add a short casino card-place sound and prepend a concise event to a six-line auction log, such as “[name] calls 125c,” “[name] raises to 150c,” or “[name] passes.” Highlight the current leader with a crown/gold accent and mark folded bidders as dimmed/struck through. When an item is won, reveal its exact resale value and calculate profit/loss as resale value minus winning bid. Apply that profit/loss to the winner’s money and increment their won count. Show a log entry such as “You bought it for 150c. Resale 220c: +70c.” The player loses immediately if their money reaches 0 or below. Between auctions, show a “Next Auction” button; after auction 8, show “Results.” The HUD must always show Round 1/8 through Round 8/8, current bid and bidder (or opening bid), whose turn it is or “Reveal,” player money and wins, all AI money and wins, the current item name and clue/value, and the scrolling auction log. After all 8 auctions, rank bidders by money: show “You Win!” if the player has the most money, “Bankrupt!” if the player hit zero, otherwise “Outscored!” with the player’s rank and the leader’s money, plus all four final money totals and a “Play Again” button. Make the layout responsive: on narrow screens stack the top HUD panels, put AI rows in a two-column grid, keep the log above the bottom controls, and make the buttons large enough for touch input.