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Capsule Craze

  • 3d
  • gacha
  • collectible
  • arcade
  • casual
0
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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. Sam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Capsule Craze yet. Play it, then tell Sam what you would add next.

Make your own game

Capsule Craze was built by Sam 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 Capsule Craze 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 Capsule Craze

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.

Rebuild a casual 3D collectible gacha game titled "Capsule Craze". Use a bright, toy-like arcade presentation with a cyan sky-blue background, soft fog, strong white lighting, shadows, rounded UI, and a playful Fredoka-style display font. The camera is a slightly elevated perspective view looking toward a colorful capsule vending machine in the center: a large red/orange arcade-style machine with a transparent globe full of small pink-and-blue capsules, a yellow lid, blue exit hatch, dark coin slot, and a yellow lever with a hot-pink knob. Frame it like a small arcade shop on a pale yellow circular floor. Place a claw machine in the left background and white market shelves on the right/background; collected toys appear arranged on those shelves. Use simple glossy low-poly/asset-pack-like 3D models and procedural toy shapes, with gentle idle rotation of capsules, revealed prize, and shelf toys, plus a subtle camera sway.

Core loop and exact state sequence: start with 50 coins, 0 pulls, and an empty collection of 12 toys. Each pull costs 10 coins. The main action begins in an "Insert Coin · 10" state; clicking/tapping the main button, the machine, or pressing Space/Enter deducts 10 coins, increments pulls, and animates a gold coin flying from the left toward the machine's coin slot. Then show "Turn Handle" and "Now turn the handle." The next click rotates the lever through a full turn, rattles/animates the capsules inside the globe, randomly selects a prize using weighted rarity tiers, and dispenses a capsule from the blue hatch toward the foreground. Then show "Open Capsule" and "A capsule dropped! Tap it to open." Clicking/tapping advances to an opening animation: enlarge and bob the capsule, remove it, and reveal a rotating toy with a rarity-colored glow/light in the 3D scene and a centered reveal card. The phases should disable the main button during animations and while the reveal is open.

Use exactly these rarity odds and refunds: Common 55%, Uncommon 28%, Rare 13%, Ultra Rare 4%. The 12-item collection is: Common—Bunbear, Banana Buddy, Mystery Cube, Gumdrop Blob; Uncommon—Star Pop, Moon Cat, Pixel Rocket; Rare—Golden Cup, Tiny Alien, Rainbow Bot; Ultra Rare—Prism Dragon, Royal Capsule. Give rarities these visual colors: Common gray/slate, Uncommon green, Rare blue, Ultra Rare purple. Select uniformly among items within the selected tier. For a first-time item, mark it owned, increment its count, add it to the album, and show "NEW!" plus "Added to your collection album." For duplicates, increment its count and refund Common +4 coins, Uncommon +7, Rare +15, or Ultra Rare +50, showing "DUPLICATE" and "Converted into X coins." The player has no lose condition. Disable pulling when coins are below 10 and explain that duplicates provide refunds. Persist coins, pulls, owned items, counts, and completion state in local storage if supported.

Represent the toys with the available/appropriate low-poly models or simple procedural forms: bear for Bunbear, banana for Banana Buddy, gift box for Mystery Cube, a pink blob for Gumdrop Blob, star for Star Pop, a small rounded cat with ears for Moon Cat, a little rocket for Pixel Rocket, trophy for Golden Cup, alien for Tiny Alien, blocky robot for Rainbow Bot, colorful rounded dragon for Prism Dragon, and a gold crown/capsule-like model for Royal Capsule. The toy name, emoji/icon, rarity, and duplicate count should be used in the collection UI; the 3D shelf should populate with owned toys in rows.

HUD/UI: overlay the 3D canvas with a top bar. At upper left show the white "Capsule Craze" title with a pink offset/shadow. At upper right show a yellow rounded coin pill with a coin icon and current count, and a white rounded "Progress" pill with owned/12. Along the bottom-left place a large translucent white rounded control panel containing the current instruction text, a wide pink gradient primary action button, and a two-column "Rarity odds" list reading Common 55%, Uncommon 28%, Rare 13%, Ultra 4%. Below it include a cyan/blue "Open Collection Album" button. The primary button labels should reflect the phase: Insert Coin · 10, Turn Handle, Open Capsule, Working..., or Prize Revealed!. Use deep purple text, white borders, soft purple drop shadows, and chunky rounded corners.

The reveal card is a centered white rounded modal with a colored radial glow, yellow tilted NEW!/DUPLICATE badge, large toy name, rarity label in its rarity color, duplicate/new message, and a pink "Keep collecting" button. Closing it returns to the insert phase. The album is a full-screen-ish white rounded overlay with "Collection Album", "0 of 12 found" style progress, a Back to Shop button, and a responsive grid of 12 cards. Owned cards show the toy emoji/name, rarity, and xN count with a rarity-colored border; locked cards show a question mark, "Locked", their rarity, and "X% tier". When all 12 are owned, show a centered celebratory yellow-to-pink "Collection Complete!" banner saying "You found every capsule toy." with a "Keep pulling" button, but allow continued pulls. The album opens by its button or keyboard C and closes with Back to Shop. Support touch/mouse and keyboard Space/Enter for the main sequence, and include click feedback sounds if available.

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