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Arcade › Cheese Clicker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Brice Banniser built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cheese Clicker yet. Play it, then tell Brice Banniser what you would add next.
Cheese Clicker was built by Brice Banniser 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 Cheese Clicker 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 playable incremental clicker titled “Cheese Clicker” using a full-screen Three.js-style 3D canvas with a DOM HUD layered over it. The game should be a clean, toy-like 3D diorama on a dark navy/charcoal background with soft fog, shadows, warm highlights, and a gently moving camera. In the center, make an original cartoon mouse mascot from simple rounded shapes: a black rounded body and head, two black circular ears, a cream muzzle/face patch and small black nose, a red cylindrical shirt/body accent, black capsule-like arms and legs, cream hands, and yellow rounded shoes. Place the mascot on a raised circular cheese-yellow stage, itself on a larger dark gray circular floor/platform. Arrange six small golden triangular cheese wedges around the edge of the yellow stage. Use warm directional lighting, ambient light, and a cool blue rim light. The mascot should gently bob and sway continuously, its head and arms subtly animate, the cheese wedges float slightly and rotate, and the camera should slowly drift horizontally while looking toward the mascot. Clicking/tapping the mouse should be the primary interaction: use a generously sized invisible spherical click target around the mascot, and when hit, add the current Per Click amount to Cheese, increment the click counter, make the mascot bounce, update the bottom message to “Nice — keep collecting cheese,” show a floating golden “+N” popup at the pointer that rises and fades, and play a short pleasant synth click sound. Initial state is Cheese 0, Per Click 1, Per Second 0, Level 1. Build a HUD with two dark translucent rounded panels near the top: a left stats panel showing the title “Cheese Clicker” and rows for Cheese, Per Click, Per Second, and Level, with values aligned on the right; and a right shop panel titled “Upgrades” containing three buttons: “Bigger Bites — 10”, “Helpers — 25”, and “Reset Run.” Include hint text: “Click the mouse. Buy upgrades. Hit milestones.” and “Press M to mute.” On narrow screens stack the panels vertically. Style the UI with cream text, subtle gold borders, blur/translucency, rounded corners, and gold gradient upgrade buttons; the reset button is a cool gray gradient. Disable purchase buttons when unaffordable. Bigger Bites costs 10 initially, subtracts its cost, increases Per Click by 1, then sets its next cost to floor(old cost * 1.6 + 4). Helpers costs 25 initially, subtracts its cost, increases helper count by 1 and Per Second by 1, then sets its next cost to floor(old cost * 1.75 + 8). Passive helpers grant Per Second cheese once per second while not paused. Level is derived from current Cheese using milestones [0, 50, 150, 350, 700, 1200, 2000], producing levels 1 through 7; when crossing a level, change the stage color accent and fog color, show “Level N reached,” and play a short level-up synth sound. Clicking upgrades should show the messages “Bigger bites hit harder” and “Helpers are gathering cheese.” Reset Run should restore all gameplay values to the initial state and show “Fresh run started.” The message pill at the bottom initially reads “Click the mouse to collect cheese.” Add M-key mute/unmute behavior with “Audio muted” / “Audio on” feedback. Keep the game running until reset; there are no enemies, timer countdown, win screen, or game-over condition. Format large cheese values as one-decimal K or M abbreviations and otherwise whole numbers. Make the experience responsive and ensure the central 3D mascot remains visible behind the HUD.