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Arcade › Cosmic Clicker
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Cosmic Clicker was built by Christopher 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 Cosmic 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 browser-based 3D idle/clicker game titled “Cosmic Clicker” (the reference UI currently displays “Cosmic Clicker Two”) called Cosmic Clicker. Use a full-screen Three.js/WebGL scene behind a sci-fi HUD. The scene should have a nearly black/navy space background with a dense field of small additive-glowing stars in white, pale blue, gold, and pink, plus subtle fog. Place one large smooth sphere/core in the center of the view, close enough to dominate the background. It rotates slowly, gently rocks on its x-axis, and has a soft translucent additive glow sphere around it. Clicking/tapping directly on the visible core should trigger a pulse: briefly enlarge the core and brighten/enlarge its glow, play a short synthesized chime, and grant Cosmic Energy. The initial Earth core is bright blue with a darker blue emissive center and blue glow; change the core color, emissive color, glow, rim light, and fog/background tint according to the current level. Implement the clicker loop precisely: start with 0 Cosmic Energy, Per Click 1, Per Second 0, Magnetic Ore 0, and Level: Earth. Each successful core click adds 1 + (Click Power level × 1.25) + floor(current level index × 0.15) Cosmic Energy. Critical Clicks, unlocked once the player has reached Mars (level index 3), adds a chance of up to 25% (2% per level) for a click to grant triple the normal amount. Auto Miner generates energy continuously at autoLevel × (0.35 + current level index × 0.02) per second, multiplied by 1 + 20% per Overclock level. Display large formatted values using compact units such as K, M, B, T, Qa, Qi, Sx, Sp, Oc, and No. Overlay the game with a translucent dark sci-fi HUD panel in the upper-left, around 420px wide on desktop and nearly full-width on mobile. Give it rounded corners, a thin subtle border, backdrop blur, and a soft shadow. It must be scrollable if taller than the viewport. Header: show “Cosmic Clicker”/“Cosmic Clicker Two”, the current text “Level: Earth”, a Saved status, and a ◀/▶ collapse button. The collapse button slides the panel mostly offscreen while leaving a small handle visible; clicking again expands it. Under the header, show four stat cards: Cosmic Energy, Per Click, Per Second, and Magnetic Ore. Add a Workshop panel with two tabs, Upgrades and Shop. Upgrades should list full-width disabled/enabled purchase buttons with title, explanatory subtitle, current level, and cost. Include: - Buy Click Power — More energy per click; starts at cost 15, with cost floor(15 × 1.35^clickLevel). - Buy Auto Miner — Generates energy every second; starts at 40, with cost floor(40 × 1.40^autoLevel). - Buy Critical Clicks — Chance to triple-click (+2% per level), locked until Mars is reached; starts at 250, with cost floor(250 × 1.55^critLevel). - Buy Overclock — Boost auto miners (+20% per level), locked until the Star level is reached (level index 8); starts at 1200, with cost floor(1200 × 1.60^overclockLevel). Purchases subtract Cosmic Energy, increase the relevant level, update the stats, show a brief toast such as “Click Power +1,” and play a short buy sound. Unaffordable and locked buttons are visibly dimmed. Include the hint “Tip: click/tap the glowing core.” The Shop tab should contain progression-gated special systems. At Magnetic (index 5), show Buy Ore Odds, costing floor(600 × 1.55^level), increasing Magnetic Ore drop chance from 5% by 3% per level up to 60%, and Buy Ore Multiplier, costing floor(1800 × 1.60^level), increasing ore drops from 1x by 1x per level. These upgrades only matter on the Magnetic level. At Wormhole Crystal (Time Machine), show Buy Time Machine Key for 800M Cosmic Energy; it is a one-time owned item. After reaching the relevant progression, show an Exchange section: Magnetic Ore converts at exactly 1 ore = 1,000 Cosmic Energy, with “Exchange 1 Ore (+1K)” and “Exchange ALL Ore” buttons. Include a brief shop unlock hint. Below Workshop, add a Level panel. Show text describing the next requirement and an Unlock button. Unlocking a level costs nothing but requires the displayed Cosmic Energy threshold. The button should read “Unlock: [next level]” and be disabled until affordable; once affordable the text says “Ready. Spend nothing—just ascend.” On reaching the last level, show Max Level and a final-level message. Progress through this exact ordered sequence and requirements: Earth (0), Moon (50), Mars (180), Pluto (450), Meteor (900), Magnetic (1,600), Red Dwarf (2,600), Star (4,200), Sun (6,800), Red Giant (11,000), Blue Giant (18,000), Small Black Hole (30,000), Black Hole (52,000), Gravity (90,000), Red Universal Dust (150,000), Small Universe (260,000), Universe (450,000), Big Bang (800,000), Multiverse (1.4M), Multivitamins (2.4M), Early Void (4.2M), Early Void Kingdom (7.4M), Multiverse Attack Force (13M), The Void (23M), Void Cult (41M), Ovmmiverse (74M), End of Time (130M), Inferno (230M), Underworld (410M), Heaven (740M), Eclipse (980M), Celestial Forge (1.25B), Wormhole Crystal (Time Machine) (1.7B), Dimension: Cheese (2.6B), Dimension: Dead World (5.2B), Dimension: Candy Nebula (11B), Dimension: Neon Ocean (23B), Dimension: Clockwork Library (48B), Dimension: Frozen Prism (100B), Dimension: Lava Choir (210B), Dimension: Mirror Sky (450B). Use these level visual color themes for the central core/background: Earth blue; Moon pale gray; Mars red; Pluto beige; Meteor gray/orange; Magnetic mint green; Red Dwarf red; Star gold; Sun pale yellow; Red Giant orange-red; Blue Giant blue; Small Black Hole and Black Hole near-black; Gravity violet; Red Universal Dust pink-red; Small Universe turquoise; Universe pale blue; Big Bang white/gold; Multiverse pink; Multivitamins green; Early Void black; Early Void Kingdom dark purple; Multiverse Attack Force orange; The Void black; Void Cult purple; Ovmmiverse cyan; End of Time pale gold; Inferno red; Underworld purple; Heaven icy white/blue; Eclipse charcoal; Celestial Forge orange; Wormhole Crystal mint; Cheese yellow; Dead World gray; Candy Nebula pink; Neon Ocean cyan; Clockwork Library orange; Frozen Prism icy cyan; Lava Choir red; Mirror Sky icy white. On the Magnetic level only, every core click has a 5% base chance, improved by Ore Odds, to drop Magnetic Ore; the Ore Multiplier determines the amount. Show a toast such as “+1 Magnetic Ore.” Ore remains in a separate HUD stat and can be exchanged in the Shop. Do not drop ore on other levels. Once the player has reached the Wormhole Crystal level, show a Time Machine panel with a grid of discovered dimension buttons. Buying the Time Machine Key enables teleportation at no energy cost to any discovered level, including the Wormhole Crystal and later dimensions. The current destination is marked with a ▶ and disabled. Hide extra dimensions after Dead World until the player owns the Dimensional Map, which becomes available at the Wormhole Crystal + 2 progression position for 8B Cosmic Energy and is a one-time purchase. Teleporting changes the current core/background theme, plays a warp sound, and shows a “Teleported: [name]” toast. Teleportation must not increase maxLevel; normal Unlock progression does. Add a bottom Save panel with a Reset Save button and the text “Autosaves every few seconds.” Reset requires confirmation, clears the local save, returns to Earth and all zeroed stats, and displays a toast. Persist energy, ore, current and maximum level, all upgrade levels, shop ownership, HUD collapsed state, and active tab in localStorage. Autosave approximately every four seconds and after important actions, with a small Saved/Saving... indicator. Add brief bottom-center toast notifications for purchases, unlocks, ore drops, exchanges, teleports, and reset. Support mouse clicks and touch/pointer taps on the 3D core, plus responsive layout and scrolling HUD. Use clean sans-serif system typography, pale blue-white text, muted lavender secondary text, blue/pink gradient active tab and primary buttons, dimmed disabled controls, and no enemies or obstacles—the challenge is resource accumulation, upgrades, and level progression.