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Chicken Lucky Kick

  • 3d
  • arcade
  • timing
  • mobile
  • farm
  • collection
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. Braxton Stewart built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Chicken Lucky Kick yet. Play it, then tell Braxton Stewart what you would add next.

Make your own game

Chicken Lucky Kick was built by Braxton Stewart 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 Chicken Lucky Kick 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 Chicken Lucky Kick

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 playable 3D casual arcade game titled "Chicken Lucky Kick". Use a colorful low-poly/cartoon farm arena viewed initially from a high top-down perspective, with an optional third-person follow camera toggled by a blue "Camera: Top" / "Camera: Third" button. The world is a square grassy field enclosed by a simple brown wooden post-and-rail fence, with a tan dirt path running up the center, several rectangular golden hay bales near the edges, and a few stylized round green trees with brown trunks. Use soft shadows, bright daylight, light cyan sky/fog, rounded cheerful shapes, and a large animated cute chicken avatar near the lower end of the path. Prefer the visible Quaternius-style animated chicken model (or a similarly proportioned fallback): pale yellow/cream body, wings, head, orange beak and red comb, with idle, walking, jump/hit, and celebratory dance animations. Start the player around the southern end of the central path. Movement must work with WASD and arrow keys and with a large translucent circular mobile joystick at bottom-left; constrain the chicken within the fenced arena and smoothly rotate it in its travel direction.

Place four rotating cube-shaped Lucky Blocks around the northern/central area, each with orange/gold edge trim and large white question marks on all faces, sitting inside pale circular ground markers. Their positions should be: a yellow Starter Block (Common) near the center, a blue Blue Block (Rare) to the left, a pink/ruby Ruby Block (Epic) to the right, and a purple Mega Block (Legendary) farther north. Each block should have a floating dark rounded label showing its name and rarity in a rarity color, plus a billboard-style HP bar above it. Use max HP values of 45 Common, 70 Rare, 95 Epic, and 130 Legendary. The player can walk freely, but pressing the large orange circular KICK button at bottom-right selects the nearest block, automatically walks the chicken to a kick position just south of that block, and starts a timing challenge. While timing, disable normal kicking and show a centered-bottom rounded timing panel with the instruction "Tap to stop the power bar", a live grade label, a thick horizontal meter, and a white moving needle that oscillates left and right. The meter zones must be visibly colored and labeled: MISS red from 0-18%, GOOD green from 18-38%, GREAT blue from 38-58%, EXCELLENT purple from 58-80%, and PERFECT yellow from 80-100%. Stop it by tapping the STOP BAR button, tapping the game canvas, pressing Enter/Space, or pressing KICK again. Also allow K/Space to initiate the kick when not timing.

Resolve the stopped position into these exact outcomes: MISS gives 1 base coin and a weak 1.3 launch; GOOD gives 6 coins and launch 2.4; GREAT gives 14 coins and launch 4.0; EXCELLENT gives 28 coins and launch 6.2; PERFECT gives 55 coins and launch 9.2. Add block rarity bonuses of Common +0, Rare +4, Epic +8, Legendary +14, and add pet bonuses described below. A kick damages the selected block: damage is ceil((base grade score + 8) * (1 + (Kick Power level - 1) * 0.35)); when HP reaches zero, show a burst of colored cubic shards, award a break bonus of 20 + rarity bonus*3, and reset that block to max HP. For every kick, animate the chicken hopping/kicking, launch the selected cube into a visible upward arc with spin (especially dramatic for Perfect), and emit colored spark particles and bouncing gold coins around the block. Use a Kenney-style gold coin model when available, or simple shiny gold coin geometry as fallback. After the short kick animation, add coins, update the best score, display the last result, and show a large dark translucent reward toast near the center such as "LEGENDARY MEGA BLOCK\nPERFECT! +69 coins". Play a punch/kick sound and a click sound if audio is available.

Include a persistent HUD over the world. In the upper-left, use a translucent dark-green rounded panel with the yellow title "Chicken Lucky Kick" and lines for "Coins", "Best", "Last", "Pets", "Evo Lv.", and "Power Lv.". At upper-right stack a blue camera button and purple "Upgrade Shop" button. Center near the top show a translucent instructional message: "Walk to the Lucky Block, tap KICK, then stop the bar on Great, Excellent, or Perfect." The bottom-right KICK control must be a large glossy orange/yellow circular button with a pale border, bold white text, and a darker pressed shadow. The bottom-left joystick should be a translucent white ring with a white center knob.

Implement the Upgrade Shop as a dark translucent rounded panel opened by the purple button. It contains purchasable rows: Kick Power (increases block damage and launch power), Pet Luck (improves pet hatch odds), Pet Treats (increases pet coin bonuses), and Evolve Pets (feeds evolution XP). Costs scale by current level: Kick Power base 40*level, Pet Luck 55*level, Pet Treats 70*level; evolution costs 80 + 35 times the sum of pet stages. Disable purchases when coins are insufficient and show a message when attempting an unaffordable purchase. Initial upgrade levels are 1.

Great, Excellent, and Perfect results can hatch a small chick pet, with no hatching for Miss/Good. Maximum five pets follow behind the chicken in a loose line/formation. Base hatch odds depend on block rarity: Common .05, Rare .12, Epic .22, Legendary .34; add .04 per Pet Luck level above 1, and add .08 for Excellent or .18 for Perfect, capping at 90% (Perfect should have at least 65%). Make pets simple low-poly chicks colored by rarity, with body, head, and orange beak. Each pet adds its evolution stage multiplied by Pet Treats level to future kick coins. Great kicks grant 1 XP, Excellent 2, Perfect 3 to all non-max pets. Pets evolve from Chick stage 1 to Rooster stage 2 at 3 XP, then Royal Rooster stage 3 after 5 more XP; make them progressively larger, add a red crest at stage 2, a gold crown at stage 3, and use a bright gold body for the final stage. The Evolve Pets shop action grants +2 XP to all pets for its cost and should show a message/toast. Keep all gameplay in one responsive full-screen view, support mouse/touch, and preserve the bright friendly visual style seen in the reference: the chicken is seen from above on the tan path, the farm grass surrounds it, and oversized translucent HUD cards and controls remain readable on mobile.

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