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Arcade › Cupcake Baker
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Cupcake Baker was built by Nick J 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 Cupcake Baker 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 mobile-first 3D idle/clicker game titled “Cupcake Baker.” The game is a single-column bakery clicker: the player repeatedly taps a large hero cupcake in the center to earn cupcakes, then spends them on automated production buildings, recipe upgrades, and eventually prestige upgrades. Use a Three.js-style scene behind the HUD with a dark plum background and fog, a large round mauve/purple bakery-counter stage, warm soft lighting, strong soft shadows, and a polished low-poly toy-like bakery aesthetic. The central hero should be an oversized 3D cupcake model with a paper wrapper, frosting, and a small cherry/top decoration; it should slowly rotate and gently bob, squash/pop briefly on each tap, and produce floating gold/pale-yellow “+amount” feedback text near the tap. The screenshot’s visual composition is important: a tall portrait/mobile layout, the cupcake centered in the open middle area, three simple bakery counters around it (two smaller counters to the left/right in the back and one larger counter in front), dark purple surroundings, pink/mauve counter surfaces, and warm orange-brown counter bases. As the bakery grows, show animated low-poly mixers near the left counter and glowing ovens near the right counter; reveal up to six mixers and five ovens according to ownership. Also place up to twenty small display cupcakes on the rear display counter, revealing them as total baked cupcakes reaches successive thresholds of 75. Add gold sparkle particles around the scene while a boost is active. HUD: overlay a compact portrait interface over the 3D scene. At the top, show the title “Cupcake Baker” in a playful rounded display font and a prominent pill-shaped resource counter showing current cupcakes. Under it show “X cupcakes/sec” and “+Y per tap.” Keep the center mostly clear for the hero cupcake and make the hero tap target large, centered, and touch-friendly. At the bottom, use a dark warm brown bakery-store drawer with three tabs: “Store” (or Bakers), “Upgrades,” and “Stats.” The drawer must support vertical touch scrolling. Store rows should be parchment/golden bakery-card styled, with an emoji/icon, building name, short description, production per second, price, and owned count. Do not dump every locked item into the list: a building appears once the player has at least 65% of its first price, and remains visible after discovery/ownership. Buying a building increases its owned count and its price scales as base price × 1.15^owned. Include these 20 production buildings and values: Baking Buddy (base 15, 0.1/sec), Auto Mixer (100, 1/sec), Convection Oven (1100, 8/sec), Delivery Van (12000, 47/sec), Cupcake Shop (130000, 260/sec), Sprinkle Factory (1400000, 1400/sec), Frosting Portal (20000000, 7800/sec), Cupcake Castle (330000000, 44000/sec), Flavor Lab (5100000000, 260000/sec), Sugar Garden (75000000000, 1600000/sec), Cupcake Airship (1000000000000, 10000000/sec), Chocolate Mine (14000000000000, 65000000/sec), Sprinkle Bank (170000000000000, 430000000/sec), Batter Temple (2100000000000000, 2900000000/sec), Frosting Rocket (26000000000000000, 21000000000/sec), Cupcake Moon (310000000000000000, 150000000000/sec), Sugar Dragon (3900000000000000000, 1100000000000/sec), Recipe Time Loop (47000000000000000000, 8300000000000/sec), Cupcake Universe (560000000000000000000, 64000000000000/sec), and Heavenly Bakery (7000000000000000000000, 510000000000000/sec). Production runs continuously and adds cupcakes and total baked over time. Core rules and controls: tapping/clicking the hero cupcake adds current tap value, increments total taps and total baked, plays a subtle click sound with rate limiting, and shows batched floating numbers; pressing Space or B does the same. Start at +1 cupcake per tap. Current tap value is base click power multiplied by purchased tap recipes, permanent heavenly tap bonuses, and the active boost multiplier. Automated production is the sum of owned building outputs, multiplied by building/recipe multipliers and permanent heavenly building bonuses. Display large quantities compactly using units such as K, M, B, T, Qa, and Qi. Autosave progress to local storage. Upgrades tab: implement 598 total recipe upgrades. Each building has 15 dedicated upgrades; each dedicated upgrade requires a rising owned count, costs a rising amount based on that building’s base cost, and multiplies that building’s output by 2. The remaining bakery-wide recipes cycle through: tap power +15%, all-building output +10%, Golden Frosting duration +5%, or tap power +8% plus all buildings +6%. Give recipes playful names using tiers such as Vanilla, Sugar, Ribbon, Glazed, Velvet, Caramel, Jumbo, Royal, Moonlit, Crystal, Starlight, Golden, Cosmic, Mythic, Infinite, and bakery nouns such as Aprons, Whisks, Oven Mitts, Sprinkles, Display Cards, Piping Tips, Cake Boxes, and Frosting Swirls. Recipes only appear when unlocked and the player is within 65% of the purchase cost; show price and a star/owned indicator. Make scrolling shop rows safe: dragging to scroll must not accidentally purchase. Boost event: after a timer, show a floating, bobbing gold button near the upper-middle of the screen labeled either “✨ Golden Frosting!” or “🧁 Cupcake Storm!” for up to 9 seconds. Clicking Golden Frosting activates a 7x Sugar Rush for 15 seconds, with gold sparkle particles, and clicking Cupcake Storm grants an instant reward equal to max(30, raw production per second × 60 + tap value × 20). Count boosts collected. After collection, schedule another event after a randomized delay. Boost duration is affected by relevant recipes and permanent upgrades. Stats and prestige: Stats should show total baked this run, total taps, raw bakery rate, boost state and remaining time, boosts collected, best producer, total buildings owned, buildings discovered out of 20, recipes bought out of 598, currently visible recipes, heavenly chips, and the number of chips available by ascending. Calculate prestige gain as floor(sqrt(total baked this run / 100000)), minimum zero. Show an “Ascend to Heaven” row; when purchased, reset the current run and award that many heavenly chips, switch to Heaven mode, and show a Heaven panel. Heaven mode displays chips and ascension level and offers 10 permanent upgrades: Angel Fingers (1 chip, +25% tap power), Heavenly Bakeries (2, +25% building production), Reincarnation Buddy (3, start each run with 1 Baking Buddy), Golden Frosting Clouds (5, boost lasts 25% longer), Inherited Whisks (8, start with 1 Auto Mixer), Divine Multiplier (13, +50% building production), Sacred Piping Hand (21, +50% tap power), Oven Memory (34, start with 1 Convection Oven), Eternal Sugar Rush (55, +100% building production), and Heavenly Launch (89, start with 500 cupcakes). Each is buy-once and permanent. Include a free “Reincarnate” action that returns to the main game with current permanent upgrades active, resets cupcakes/run buildings/ordinary recipes/boost state, and grants applicable starter bonuses. In Heaven mode, replace normal production interaction with the Heaven explanation and permanent upgrade list; the HUD can show heavenly chips and “reincarnate to bake.” Use warm bakery UI colors: dark chocolate/plum backgrounds, cream text, pale pink highlights, gold accents, parchment/golden shop cards, rounded playful typography, subtle shadows, and responsive sizing. The implementation should expose game state inspection and patching hooks equivalent to window.getGameState() and window.setGameState(patch), and should preserve progression through autosave/load.