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Arcade › Branchworks Tycoon
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Branchworks Tycoon was built by Oskar 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 Branchworks Tycoon 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 idle business tycoon game titled "Branchworks Tycoon". Use a dark, polished dashboard UI with a fixed full-screen layout. The header is about 76px tall with a subtle dark gradient and bottom border. At left show a rounded square logo with a mint-to-blue gradient and an up-right arrow, then the title "Branchworks Tycoon" and subtitle "Build one business into a network of profitable branches." At right show three compact stat cards labeled CASH, PER SECOND, and OWNED, with bright mint values. Below, place a toolbar with the instruction "Buy the first branch, then grow into one of two paths. New upgrades appear as you unlock them." and buttons labeled "Collect" and "Reset". The main interaction is a horizontally/vertically scrollable upgrade-tree board. Give it a rounded border, dark radial-gradient background, faint 32px square grid, and a minimum canvas around 1000px wide by 650px tall so it can be panned on smaller screens. Let the player drag/pan the board with the pointer (mouse/touch), changing the scroll position; buttons must remain clickable and not start a drag. Include a small legend in the board’s upper-right: a mint dot labeled Purchased and a blue dot labeled Available. Add a centered footer note: "Cash ticks up automatically. Upgrade buttons stay flat, connected, and only show after their parent is purchased." Implement exactly this upgrade tree and economics. Start with cash2, total earned2, no upgrades owned, and income $0/s. Each purchased node adds its income per second. Cash increases continuously based on elapsed time, capped to at most 0.2 seconds per update. The Collect button immediately grants income * 5 cash and updates the hint to say "Collected $X. Your network is making $Y every second." using whole-dollar floor formatting. Reset restores the initial2, zero owned, zero income, and the default hint. A purchase is allowed only when all listed parents are owned and the player has enough cash; subtract its cost and mark it owned. The root costs 0. Nodes, in order of dependency, are: - First Store, tag FOUNDATION, description "Open your first storefront and start earning.", cost $0, income +/s, no parents; position centered near the top. - Sales Team, tag OPERATIONS, description "Train staff to close more deals each second.", cost8, income +$3/s, parent First Store; position down-left. - Online Store, tag EXPANSION, description "Sell beyond your neighborhood.", cost8, income +$5/s, parent First Store; position down-right. - Local Ads, tag MARKETING, description "Turn attention into a dependable customer stream.", cost $52, income +$8/s, parent Sales Team; position farther down-left. - Customer CRM, tag SYSTEMS, description "Keep loyal customers coming back.", cost $75, income +2/s, parent Sales Team; position lower and nearer center-left. - Fast Delivery, tag LOGISTICS, description "Make online orders arrive before the competition.", cost $88, income +5/s, parent Online Store; position lower near center-right. - Marketplace, tag EXPANSION, description "List your products on a much bigger shelf.", cost20, income +0/s, parent Online Store; position farther down-right. - Franchise Playbook, tag EMPIRE, description "Copy your best branch into new neighborhoods.", cost80, income +$32/s, parents Local Ads and Customer CRM; position in a deep lower-left tier. - Regional Warehouse, tag EMPIRE, description "Scale both digital paths with shared inventory.", cost40, income +$45/s, parents Fast Delivery and Marketplace; position in a deep lower-right tier. Only the root is visible at the beginning. A node appears after every one of its parents has been purchased; an available but unpurchased node has a blue border. Nodes should be rectangular cards roughly 184px wide, with rounded corners, dark blue-gray gradient fill, subtle shadow, a small uppercase blue tag, bold title, muted description, and a full-width action button. Root button text is "Open store". Other unowned nodes show "Buy for8", "Buy for8", etc.; disable the buy button if the node is unaffordable. Purchased cards have a mint border and green-tinted button reading "Purchased" with disabled state. Unavailable/hidden nodes and their connecting lines should not show. Draw dependency branches as thin rounded horizontal/diagonal lines between card centers: inactive visible connections are slate blue-gray, while connections where both endpoints are purchased use a mint-to-blue gradient and glow. Use these approximate board placements: root centered at top around y=44; Sales Team and Online Store around y=222 on left/right; the four mid-level nodes around y=420, with Local Ads far left, Customer CRM left-center, Fast Delivery right-center, and Marketplace far right; the two final nodes around y=594 beneath their respective paths. The board can be wider than the viewport and should support scrolling. On hover, cards lift slightly and brighten their border; action buttons brighten on hover. Use a responsive layout: on narrow screens reduce header/stat sizes and hide the legend, while preserving the oversized pannable board. Use a clean system sans-serif font, colors near background #0d1117, panels #151c26/#1c2633, borders #2d3b4d, muted text #8e9aac, mint #56e0a5, blue #6db3ff, and gold only if needed for emphasis. Keep all gameplay state in memory; no invented combat, avatars, maps, random events, prestige, or other features.More free browser games