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Arcade › Cookie Forge
Click the game above and it runs right here in your browser. No download, no installer, no account needed. luca.lapietrapu built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cookie Forge yet. Play it, then tell luca.lapietrapu what you would add next.
Cookie Forge was built by luca.lapietrapu 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 Cookie Forge 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 3D idle clicker game titled "Cookie Forge". The core interaction is a giant tappable cookie/duck-themed mascot in a small pond scene: clicking/tapping the large central 3D yellow duck earns the game's currency (the HUD labels it as cookies in the shown UI), and pressing Space does the same. Use a fixed third-person perspective with a wide view of a stylized low-poly pond: a grassy circular ground, blue cylindrical pond with a pale rim, a lily pad, reeds on the right, soft daylight, fog, and scattered white sparkles. The mascot should be a large cheerful yellow duck built from simple rounded 3D shapes, with a cream belly, orange cone-like beak and feet, black eyes, wings and tail; it floats/bobs and gently flaps its wings. Clicking should make it squash/pulse, emit a burst of small particles, and show floating text such as "+1" at the click location. Build the idle-clicker economy exactly as follows. Start with 0 currency, base passive production of 1 per second, and base click power of 1 per click. Every normal click grants clickPower multiplied by the current combo multiplier. Rapid clicking starts/extends a 3.25-second combo timer and increases the multiplier by 0.1, capped at x8; when the timer expires, reset the multiplier to x1. Passive production is continuously added using ducksPerSecond * comboMultiplier. Display compact large-number formatting for thousands and above (K, M, B, T, Qa, Qi). Persist the current currency, lifetime currency, combo state, lucky-duck readiness, and upgrade counts in localStorage, autosaving periodically; include a reset-save button that clears all progress. Place a translucent dark rounded HUD over the scene. On the upper/left side show the title "Cookie Forge", a large counter such as "0 cookies", and two stat labels such as "0 per second" and "1 per click". Below it show a pill-shaped hint: "Tap the giant cookie — or press Space". On the right, keep a tall scrollable panel titled "BAKERY UPGRADES" with the combo status on the header, e.g. "Combo x1.0". Each upgrade is a disabled-looking or enabled rounded row showing its name, description, current cost, and "Owned N" count. Include these six upgrades with scaling cost floor(baseCost * 1.15^owned): Cursor (base cost 15, description "A tiny helper that clicks for you.", +0 passive per second and +0 click power), Baker (60, "Old hands, quick trays, steady output.", +1 passive per second), Oven (240, "Hot steel and fast batches.", +5 passive per second), Mixer (900, "Whips every batch into profit.", +20 passive per second), Sugar Rush (140, "Sweetens every tap.", +1 click power), and Golden Recipe (1300, "Boosts taps and bakery output at once.", +10 passive per second and +3 click power). Only allow buying when the player can afford the displayed cost; buying subtracts currency, increments ownership, recalculates stats, refreshes the HUD, and saves. Keep the shop pinned to the right on tablet/desktop so the 3D mascot remains visible; on narrow mobile screens stack the shop below the stats and constrain it to a scrollable panel. Add a small footer control labeled "Summon golden cookie" and a "Reset save" control. The golden-cookie button summons a small glowing golden duck/cookie object into the 3D scene at a random position near the pond; it floats and spins visibly for up to 7 seconds. The player can click the visible golden object or use the G key. Collecting it grants a burst equal to max(111, floor((clickPower + ducksPerSecond * 10) * 8)), adds a +2.5 combo spike capped at x12, sets the combo timer to at least 12 seconds, shows floating text like "Lucky +111", emits a brighter particle burst, hides the object, and makes the summon unavailable for 18 seconds. The button should indicate its state, such as "Summon golden cookie" or "Lucky duck active". If the summoned object times out, hide it and restore readiness. Use pointer/raycast interaction so clicks on the 3D mascot and golden object work without interfering with the HTML shop controls. Add responsive rounded panels, warm cream text, muted tan secondary text, gold/orange accents, subtle borders, shadows, and translucent backdrop blur matching the screenshot's dark bakery UI. Include the keyboard controls Space for normal clicking and G for summoning, animated floating gain text, and gentle camera drift while looking at the mascot/pond. The result should be an actual playable idle clicker rather than a static mockup.