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Cookie Stack

  • 3d
  • incremental
  • clicker
  • idle
  • mobile-friendly
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. 4d4xrxtxtxtx built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Cookie Stack was built by 4d4xrxtxtxtx 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 Stack 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 Cookie Stack

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 portrait/mobile-friendly incremental clicker game titled “Cookie Stack.” Use a full-screen Three.js 3D scene behind a fixed glassmorphism HUD. The scene has a very dark plum background with subtle fog, warm cream/orange key lighting, pink rim lighting, and blue fill lighting. In the center is a large thick, round golden-brown chocolate-chip cookie made from a short cylinder, with about a dozen dark chocolate-chip bumps on its top surface. The cookie should slowly rotate and gently bob; when clicked/tapped it should visibly pulse larger, brighten, and bounce. Place it above a dark bakery-like cylindrical pedestal/floor with a glowing orange torus ring around its base. Add roughly 28 small gold and pink glowing sparkle spheres orbiting/bobbing around the cookie. The whole bakery group should have a very subtle slow sway, and the glowing ring should rotate slowly. The camera is a fixed perspective camera looking toward the cookie from slightly above/front, with the cookie as the visual centerpiece; the HUD overlays the scene rather than replacing it.

Implement the core loop: the player clicks/taps the giant cookie to gain cookies. Start with cookies=0, totalCookies=0, cookiesPerClick=1, and zero passive income. Clicking adds the current cookies-per-click to both the spendable cookie balance and lifetime total. Also support Space and Enter as keyboard equivalents of clicking. Continuously add cookies based on cookies-per-second, including fractional progress, to both current and lifetime totals. Display large compact-formatted values: plain integers below 1,000, then K, M, B, and T abbreviations for larger values.

Overlay a responsive dark translucent HUD with rounded cards, thin warm borders, blur, and soft shadows. At the top, show a resource card reading “[number] cookies,” plus “[rate] per second · [tap value] per tap.” Beside it show a milestone/goal message. At lower left on desktop, show a card with the large heading “Cookie Stack,” the subtitle “Tap the giant cookie. Buy helpers. Let the bakery snowball.” and a dynamic hint about what to save for or what is currently affordable. On narrow screens, stack the top cards vertically and move the shop to the bottom as a scrollable panel; keep controls comfortably tappable.

Add a right-side Shop card on desktop, extending from below the top HUD toward the bottom, with the heading “Shop” and the caption “Everything makes more cookies.” On mobile, make it a bottom panel around 46% of viewport height with a vertical scroll list. Render six tappable shop buttons/cards in this exact order, each showing its name, description, owned count, current cost, production, and tap effect:
1. Cursor Oven — “A tiny auto-clicking helper that never gets tired.” Base cost 15, +0.2 cookies/sec, no tap bonus, starting owned 0.
2. Sugar Mixer — “Adds a fast swirl of batter and boosts your taps.” Base cost 60, +1 cookie/sec, +1 cookie per tap, starting owned 0.
3. Grandma Bot — “A warm robot baker with infinite apron energy.” Base cost 240, +5 cookies/sec, no tap bonus, starting owned 0.
4. Cookie Factory — “Conveyor belts, giant trays, zero chill.” Base cost 1,100, +20 cookies/sec, no tap bonus, starting owned 0.
5. Dough Portal — “Pulls finished cookies from a very buttery dimension.” Base cost 5,200, +85 cookies/sec, +2 cookies per tap, starting owned 0.
6. Moon Bakery — “Low gravity means higher stacks and wild production.” Base cost 24,000, +320 cookies/sec, +5 cookies per tap, starting owned 0.

Each item can be purchased repeatedly. Its current price is floor(base cost × 1.15^number owned). Disable unaffordable shop buttons and visually dim them; affordable buttons are tappable. On purchase, subtract the cost, increment owned, recalculate cookies per second as the sum of each item’s production times owned, and recalculate cookies per click as 1 plus all tap bonuses times owned. Show a short bottom toast such as “Bought Cursor Oven”; if an attempted purchase is unaffordable, show “Need [number] more cookies.” After a click, if the tap value is at least 15, briefly show a toast like “Crunch! +15.”

Use milestone text based on lifetime total: under 50, “Build your snack empire.”; at 50, “Your bakery is open. Mixers speed everything up.”; at 500, “Nice. Passive income is rolling — factories are next.”; at 5,000, “The shop is snowballing now. Aim for a Dough Portal.”; at 25,000, “Moon Bakery unlocked the late game — keep stacking generators.”; at 100,000, “You baked into the six figures. The dough dimension is awake.” Update the hint by finding the first shop item the player can currently afford and saying “You can buy [name] right now.” If none is affordable, point to the first not-yet-owned item (or the final item if all have been bought) and say “Save [remaining] more for [name].”

Use warm cookie colors (brown, caramel, cream, orange) against plum/purple panels, with muted tan explanatory text and gold accent values. The shop should use rounded cards with subtle hover/pressed lift and warm border highlighting. Do not add saving, audio, golden cookies, timed boosts, prestige, stats, or other features not described here.

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