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Arcade › Chicken Up
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Zander Zander built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chicken Up yet. Play it, then tell Zander Zander what you would add next.
Chicken Up was built by Zander Zander 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 Up 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 casual clicker game titled “Chicken Up.” Use a full-screen responsive canvas as the animated background/game scene, with an HTML/CSS HUD layered above it. The visual style is polished, playful, and night-sky themed: a vertical gradient background from very dark navy at the top through deep blue to brighter blue at the bottom, around 90 small softly twinkling stars, translucent horizontal cloud wisps, and a large pale-yellow moon with a soft circular glow near the upper-middle center. The central playable object is a cute white chicken shown in a roughly 170px square image area, centered around 51% of the viewport width and about 52% of its height. The chicken gently bobs vertically and rotates a few degrees back and forth. It has a red comb, yellow beak and feet, and a rounded white body. Draw a thin glowing yellow launch trail below it. Five small egg shapes orbit/bob around the chicken: mostly creamy white eggs, with one golden/yellow egg, rotating around the character. As altitude rises, move the chicken upward by about 0.015 pixels per altitude unit, capped at roughly 120 pixels, while retaining the gentle bobbing animation. If no chicken image is available, use a clearly recognizable white cartoon chicken illustration with the same colors and silhouette. The core mechanic is an incremental clicker: clicking/tapping anywhere on the canvas launches eggs and increases the total egg currency. Pressing Space does the same. Each click initially gives +1 egg and raises altitude by 1.2 meters. Each click also increases a POWER meter by 2.5 percentage points, capped at 100%; the meter slowly drains over time at about 1.2 percentage points per second but never falls below 8%. Display a floating yellow “+amount” number near the chicken on every click, rising and fading out. Add a small screen/game feedback shake if desired, but keep the central scene readable. Passive eggs accrue every frame according to eggs-per-second, and passive production also raises altitude at 0.08 meters per second per EPS. At the top center, show a rounded translucent dark-blue pill with a subtle pale-blue border and shadow. It contains a chicken emoji/icon and bold yellow “CHICKEN UP,” followed by “ALTITUDE” and a bold white altitude value such as “0.0 m.” Below it, centered above the chicken, show a very large bold white total egg count (initially 0), with a subtle blue shadow. Under that write “TOTAL EGGS” in pale blue and a bold yellow “+0.0 / sec” EPS readout. To the right of the center scene, show a tall narrow rounded POWER gauge, dark translucent inside with a pale border, labeled POWER in yellow above it. Put MAX, 75%, 50%, 25%, and 0 tick labels down the right side, and fill the bottom portion with a glowing gradient from pale yellow/white through orange to coral. Start the fill at about 22%. On the left side, show a dark translucent rounded panel titled BOOSTS. Inside are three stacked rounded blue-gradient buttons with glossy pale icon squares and descriptive text: “Auto Clicker” with “+0.5 eggs/sec” and a gear icon; “Golden Egg” with “2× click power” and an egg icon; and “Jetpack” with “+10 m / click” and a rocket icon. These are one-time purchases costing respectively 120, 300, and 650 eggs. Auto Clicker adds 0.5 EPS, Golden Egg doubles the gain from every click, and Jetpack changes altitude gained per click from 1.2 m to 10 m. If a boost has already been purchased, clicking it should show an “Already active” toast. If the player lacks funds, show a brief “Need [cost] eggs” toast. On the right side, show a matching dark translucent rounded panel titled UPGRADES containing a vertically scrollable list of upgrade buttons. Each button has a name/description on the left and a yellow egg price on the right, and unavailable purchases are visibly dimmed/disabled. Include these upgrades in order: “Clicker,” description “+1 per click,” base cost 25; “A Chicken Friend,” description “+0.8 eggs/sec,” base cost 60; “Pro Clicker,” description “+4 per click,” base cost 180; “Chicken Family,” description “+3 eggs/sec,” base cost 420; and “Mr. Clicker,” description “+12 per click,” base cost 980. Show each item’s current “Lv 0” (or current level) and calculate its current price as floor(base cost × 1.55^level). Buying a click upgrade increases click power by its amount; buying an EPS upgrade increases passive production by its amount. Subtract the price and show a short yellow success toast such as “[name] upgraded!” The initial game state is 0 eggs, 0.0 m altitude, click power 1, 0 EPS, power 0.22, and no boosts or upgrade levels. The top HUD and upgrade list should update frequently while passive production runs continuously. Format the egg count with thousands separators and altitude to one decimal place. Every purchase and click should have clear feedback, but do not add combat, enemies, timers, lives, or other mechanics. Use a clean responsive layout. On desktop, side panels sit near the left and right edges from below the top bar to near the bottom, each around 232px wide. On narrower screens, shrink the panels and icons, position them near the lower left and lower right, keep the power gauge beside the center, and retain a bottom-center pill hint reading “Tap anywhere to launch eggs • Space also works.” Use rounded corners, translucent navy glass panels, pale-blue borders, soft shadows, yellow highlights, and bold sans-serif typography throughout. The game should be immediately playable by tapping/clicking the scene or pressing Space.