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Deepcore Mine

  • 2d
  • idle
  • clicker
  • mining
  • arcade
  • pixel-art
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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. İsmail Tor built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Deepcore Mine yet. Play it, then tell İsmail Tor what you would add next.

Make your own game

Deepcore Mine was built by İsmail Tor 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 Deepcore Mine 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 Deepcore Mine

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 2D idle/clicker mining game titled “DEEPCORE MINE,” presented in a dark sci-fi pixel-art interface. Use a responsive layout: a large rounded rectangular playfield on the left (or top on narrow screens) and a dark right-hand control panel (or lower panel on mobile). The overall palette is navy/black with indigo borders, monospace UI text, subtle shadows, and pixelated rendering.

The playfield is a canvas that fills its panel. It displays an underground mining scene whose colors change with the player’s current depth layer. At the top of the canvas, draw a dark translucent header reading “DEEPCORE // [CURRENT LAYER]”, plus “Depth [number]m • [ore] traces detected” when the layer has an ore, otherwise “basic rock.” Draw horizontal, irregular geological strata lines across the background. In the center, show a tall, dark elevator/shaft structure extending down from the header, with a framed shaft, a narrow black central rail, a small gold elevator cage that gently bobs, wooden/brown trim, and the label “ELEVATOR.” Scatter about nine irregular polygonal rocks around the shaft and lower playfield. Each rock has a shadow, a colored rock body and outline based on the current layer, a small green hit-point bar above it, and visible colored ore flecks when it contains a rare ore. Rocks subtly animate.

The player mines by clicking/tapping the large blue “⛏ MINE ROCK +[current layer value]” button centered at the bottom of the playfield, or by pressing Space. Each manual action targets the intact rock nearest the center of the canvas and damages it. When a rock breaks, award money, increment total mined and the matching collected resource, increase depth by at least one meter, show a floating cash value near the broken rock, emit square pixel particles, briefly shake the scene, and respawn that rock after a short delay. Manual mining power starts at 1 and is increased by upgrades. If a rock contains the layer’s rare ore, trigger a “RARE FIND: [ore] +$[value]” toast and a prominent temporary “RARE ORE!” ring/effect near the elevator.

Implement these depth layers and exact progression/value presentation: Surface (0–9m, green-brown background, basic Stone, value 1); Stone Shelf (10–29m, slate blue-gray, Coal, value 3); Coal Vein (30–59m, dark blue-gray, Iron, value 9); Ironworks (60–109m, muted purple-brown, Gold, value 22); Gold Fault (110–179m, indigo, Crystal, value 55); Crystal Cavern (180–279m, deep blue, Diamond, value 150); Diamond Core (280–449m, dark violet, Voidite, value 450); Void Mantle (450m+, very dark purple, Starsteel, value 1400). A layer’s ore has a chance to appear in rocks, increasing with depth but capped, while every broken rock can be Stone if it has no rare ore. Award the current layer’s value times the quantity found. Show a toast when a new depth layer is reached.

At the top-left of the playfield overlay, show four compact HUD cards: cash (gold text), current layer and depth, mining power, and auto income per second. Cash and income can use compact number formatting such as k/M/B/T. Cash starts at $0, depth at 0m, mining power at 1, and auto income at $0/s.

Provide a right-side panel titled “DEEPCORE MINE” with the subtitle “Dig deeper. Hire a crew. Chase the impossible ore.” Include a “COLLECTED RESOURCES” section in a two-column grid listing Stone, Coal, Iron, Gold, Crystal, Diamond, Voidite, and Starsteel, each with a colored diamond marker and quantity. Uncollected resources should look dimmed. Include a “MINE UPGRADES” section with purchasable buttons showing level and cost: Drill speed (“More manual hits and faster crew cycles”), Miner efficiency (“Miners earn more each work cycle”), Blast damage (“Break rocks and reach depth faster”), Ore storage (“Bigger stockpile before the elevator tops out”), and Deep shaft (“Unlock the next underground layer”). Costs scale by upgrade level with these base costs: speed 
8, efficiency $55, damage $80, storage $45, depth
50, multiplied by 1.72^level and rounded down. Drill speed raises manual/crew effectiveness, efficiency increases miner income and automatic work, blast damage raises mining power by 2 per level and helps depth gain, and Deep shaft advances the player to the next layer minimum when purchased. Include a “Hire miner” button whose cost starts at $80 and scales by 1.55 for each existing miner; start with capacity for one miner. Hiring creates a small roaming miner in the canvas, increases passive income, and is unavailable once capacity is reached. Passive miners should be cute, simple pixel characters: brown body, peach face, yellow hard hat with a small lamp, dark eye, and a shadow. They roam between random points in the mine, bob as they move, and periodically work on random rocks. Automatic income is continuously added based on the number of miners, efficiency and speed upgrades, and the current layer value. Show the miner count/capacity and crew output in the hire button description. Use the actual passive income formula: miners × (0.7 + efficiency level × 0.52) × (1 + speed level × 0.08) × max(1, current layer value × 0.55). Automatic hits should also damage rocks and produce smaller particle bursts. Include a “MILESTONES” section with these entries and checkmarks when reached: First payday (cash ≥25), Crew assembled (at least one miner), Reach coal (depth ≥30), Reach iron (depth ≥60), Reach gold (depth ≥110), Crystal cavern (depth ≥180), Diamond core (depth ≥280), and Void mantle (depth ≥450). Add a small legend explaining “Click/tap the rock or press Space to mine. Miners roam and work automatically. Rare finds trigger a bonus burst.” Add a “Reset mine save” button. Persist progress in local storage under a mine-save key and restore it on reload, including cash, depth, upgrade levels, miners, total mined, and all resource quantities. Autosave periodically. Make buttons touch-friendly, use responsive CSS (single-column layout on screens below about 900px), and keep the playfield’s bottom mine button visible. Use crisp pixelated canvas rendering, small square particles, floating reward text, brief camera shake, subtle animated rocks, and dark rounded UI panels to match the compact arcade idle-mining aesthetic.

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