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Capy Boom

  • idle
  • clicker
  • mobile
  • casual
  • cartoon
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Capy Boom yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Capy Boom was built by Oleg Sidorkin 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 Capy Boom 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 Capy Boom

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 mobile-first idle/clicker game titled “Capy Boom.” The player repeatedly taps a large, friendly hand-drawn cartoon capybara in the center to increase a capybara population. Use pointer/touch controls and make the capybara itself the main button; each tap adds the current click power, increments total clicks, briefly animates the capybara with a pop/press scale effect, and spawns two floating doodle texts near the tap: a large “+amount” and a smaller “Click Power +1.” Population also increases continuously from idle income once idle upgrades are purchased.

Visual style: bright cheerful yellow, cyan/blue, cream, gold, and brown palette; thick dark navy ink outlines; rounded panels and buttons; playful hand-drawn cartoon UI using a rounded Baloo-like display font. Fill the full viewport with a blue pool-like gradient background, subtle translucent bubbles, and thick diagonal striped rope borders along the top, bottom, left, and right edges. Keep the interface highly legible and touch-friendly.

Main layout on wide screens: a fixed HUD with three areas—left vertical menu, centered play area, and right upgrade panel. On narrow/mobile screens, stack these as top/center/bottom controls: the center stage contains the population counter at the top and capybara, while the upgrades become a limited-height scrollable panel below. The top counter is a large cream card with a thick navy border, rounded corners, shadow, and slight playful rotation. It displays the uppercase label “CAPYBARA POPULATION,” a prominently formatted population total (use compact suffixes such as K/M/B for large values), and two pill-shaped white metrics: “Tap: [click power]” and “Idle: [idle rate]/s.”

Draw the capybara with CSS/vector-like shapes rather than requiring external art: a large rounded brown body with navy outline and inset shading, a lighter brown oval head on the right, two small ears, two dark eyes with tiny white highlights, a dark oval nose, curved mouth, and two blocky dark-brown legs beneath the body. Give it a soft drop shadow. Tapping anywhere on the capybara button should work. The default capybara is plain, but the Witch Hat skin must visibly add a purple pointed witch hat with a purple oval brim and navy outline on its head.

Place a cream rounded “UPGRADES” panel with navy outline and shadow beside/below the capybara. Render a vertically scrollable list of large rounded upgrade buttons. Each card shows its icon, name, “Owned: [count],” description, and a blue pill-shaped price. Affordable cards use a brighter pale-yellow background; unaffordable cards are visibly dimmed/locked but remain clickable and should shake/pulse when the player cannot afford them. Population is the currency and buying subtracts the price. Upgrade prices use these exact starting costs and multiplicative scaling, with each purchase increasing the owned count by one: Cursor, starting cost 15, cost multiplier 1.17, +1 per click; Auto Click, starting cost 80, multiplier 1.18, +1 per second; Mr Clicker, starting cost 260, multiplier 1.20, +5 per click; Capybara Farm, starting cost 620, multiplier 1.19, +6 per second; President Clicker, starting cost 3000, multiplier 1.24, +25 per click and +12 per second. Base click power is 1, plus all owned click bonuses, plus selected weather and skin bonuses. Idle rate is the sum of all owned idle bonuses. Idle income should accrue continuously using the current idle-per-second value.

Add three prominent rounded yellow side/menu buttons with thick navy borders, gold shadow, and playful slight rotations: “☀️ WEATHERS,” “🎩 WARDROBE,” and “↻ RESET.” The first two open modal drawer overlays; clicking outside a drawer or its Close button closes it. The reset button asks for confirmation, then resets population, upgrades, selected weather/skin, and unlocks to their defaults.

The WEATHERS drawer is a cream, rounded, navy-outlined modal card with a heading and close button, containing selectable cards in a responsive grid. The default unlocked/selected weather is “Sunny Blue,” with no bonus and the normal cheerful blue scene. Other weather cards begin locked and cost population to unlock; after unlocking, they can be selected freely and visibly change the scene background/effects while adding click power: Rain costs 350 and gives +2 click power, with a cool blue-gray gradient and animated diagonal rain streaks; Big Sun costs 1100 and gives +7, with a warm orange/yellow/blue gradient and a large outlined glowing sun; Star Bath costs 4500 and gives +22, with a dark blue gradient and scattered star dots; Flower Breeze costs 12000 and gives +55, with a sky-blue/green gradient and a row of flower emojis along the bottom. Each card shows its icon, name, description, current active styling, and either “Unlocked” or “Unlock: [cost]” plus a LOCK badge when locked. Use these exact descriptions: Sunny Blue “Classic cheerful rope pool.”; Rain “+2 click power. Capybaras love puddles.”; Big Sun “+7 click power. Warm fur, fast paws.”; Star Bath “+22 click power under lucky stars.”; Flower Breeze “+55 click power with snack flowers.”

The WARDROBE drawer uses the same modal/card treatment and responsive grid. The default unlocked/selected skin is “Plain Capy,” with no bonus and description “The original round friend.” Add locked skins: Witch Hat costs 900 and gives +4 click power, description “+4 click power. A tiny magic hat is shown.”; Royal Ribbon costs 6500 and gives +18 click power, description “+18 click power. Fancy population energy.” The cards show icons, names, descriptions, active styling, and unlock prices/LOCK badges. Only Witch Hat needs a clearly visible in-game appearance: the purple pointed hat on the capybara.

Persist progress in browser localStorage under the key “capyBoomSave,” including population, spent currency, total taps, selected and unlocked weather, selected and unlocked skins, and upgrade counts. Load saved progress on startup and autosave periodically. Keep the implementation self-contained in index.html and game.js with no build step. Expose getGameState and setGameState-style debug APIs if supported by the environment, returning/allowing population, click/idle rates, selections, unlocks, and upgrades.

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