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Desi Idle Empire

  • 3d
  • idle
  • tycoon
  • clicker
  • mobile
  • food
  • arcade
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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. Amit built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Desi Idle Empire was built by Amit 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 Desi Idle Empire 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 Desi Idle Empire

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.

Rebuild a mobile-friendly 3D idle tycoon game titled “Desi Idle Empire.” The game is a colorful, polished food-street empire builder with a warm South Asian street-food theme, using an orthographic-feeling perspective 3D camera (actually a perspective camera) looking diagonally down the length of a street. Show a broad tan ground, pale sidewalk and curb, dark gray road with pale lane dashes, a warm blue-to-orange sky gradient and fog, a distant skyline of low-detail and taller commercial buildings, string lights with glowing yellow bulbs on poles across the front of the stalls, small stylized pedestrians walking along the sidewalk, and soft shadows. Use cheerful low-poly/cartoon 3D assets and bright orange, pink, blue, green, cream, and gold UI styling. The five businesses, arranged left-to-right along the street, are: Tea Stall (tea cup), Snack Stall (steamer/dumpling theme), Bakery (bread), Sweet Shop (cupcake), and Restaurant (meal/pizza/Indian-food theme). Each shop has a commercial building model, a floating food sign above it, visible apron-wearing helper characters when staffed, and a large invisible tap target. Locked businesses appear as translucent ghost buildings with a floating cream sign outlined in orange reading “🔒 [shop name]” and “Tap to open”; open businesses show their solid building and food sign. Add decorative café tables with cake or sprinkled doughnut props near later stalls. Animate food signs gently rotating and bobbing, helpers bobbing while working, shop buildings popping/scaling slightly after upgrades or opening, gold coin particles bursting from shops on payouts, and floating “+coins” text near the selected visible shop. Ambient soft synthesized music and button/coin/upgrade/open/win/error sound effects should be included, plus vibration feedback where available, with a mute toggle persisted across sessions.

Start with a title screen over the street background. Center a cream rounded card with a heavy soft shadow, the emoji row “☕🥟🍞🧁🍛”, large orange two-line title “Desi Idle Empire,” subtitle “Grow one tiny tea stall into the busiest food street in town.”, a large green PLAY button, a blue “How to Play” button, and a loading/ready message. Put circular corner buttons at the top: blue home, pink question mark, and gray speaker/mute. From PLAY, show a level-selection screen with “Choose a Goal,” total stars out of 30, and a two-column grid of ten goal cards. Each card displays its number, name, and 0–3 stars; completed progress is persisted, and an in-progress level can show “Resume.” The ten levels are: First Brew, A Helping Hand, Snack Time, Busy Street, Fresh Bread, Sweet Success, Full Staff, Grand Opening, Master Chef, and Street Legend.

Core gameplay is an idle/clicker loop. A new level starts with a level-specific starting coin amount, Tea Stall open at level 1, all other businesses locked, zero helpers, zero earned coins, and a timer. The first level starts with 0 coins; later levels start with 20, 40, 60, 150, 600, 1500, 4000, 10000, and 25000 coins respectively. At the top of the gameplay HUD, show a blue home button, cream coin counter with coin icon, automatic coins-per-second rate, pink help button, gray mute button, and pause button. Beneath it show a cream goal panel with the level name, elapsed timer and projected star rating, each goal requirement with progress/value, checkmarks when complete, and an aggregate progress bar. At the bottom show a cream rounded panel containing five shop tabs with the business emoji and green affordability dots, the selected business name and level, detailed income/cycle/helper information, an order progress bar, a large green contextual action button, and upgrade/hire buttons.

The primary action for an open shop is tapping the large button or tapping the 3D shop itself. Tea Stall says “SERVE TEA ☕”; the other verbs are “FRY SNACKS 🥟”, “BAKE BREAD 🍞”, “MAKE SWEETS 🧁”, and “COOK MEALS 🍛”. Each manual serve advances that shop’s order progress by 0.34 and increments taps; when the progress reaches a full cycle, it pays out and resets. The business base payout and cycle time are: Tea Stall 3 coins/1.5 seconds, Snack Stall 18/3 seconds, Bakery 110/5 seconds, Sweet Shop 650/7 seconds, Restaurant 4000/10 seconds. Shop income is base payout multiplied by its level and by a multiplier of 2 for every completed ten levels (level 10, 20, etc.). Manual serving starts an order when there are no helpers; with no helper, the player must manually serve/finish the order. The progress bar should visibly fill as the player taps.

Allow each open shop to be upgraded. Upgrade costs start at 8, 100, 1200, 9000, and 70000 coins for the five businesses and grow by 1.15 per current level, rounded up, multiplied by the level’s difficulty cost factor (1.0, 1.0, 1.05, 1.1, 1.15, 1.2, 1.25, 1.3, 1.35, 1.45). Upgrades increase level and payout; every tenth level visibly celebrates with a message that income doubled, coin burst, shake, and sound. Allow hiring up to four helpers per shop. First-helper costs are 40, 400, 4000, 30000, and 220000 coins, and each subsequent helper costs four times the previous helper cost, also multiplied by the level factor. Helpers are shown as simple stylized people with cream aprons and varied skin tones. One helper makes the shop run automatically; additional helpers reduce the cycle time using cycle time divided by 1 + 0.5 × (helpers − 1). Thus helpers keep generating payouts automatically, and more helpers make orders faster. Show “auto” and helper count in the shop info; at four helpers show “HELPERS MAX.”

The shop unlock costs are 0 for Tea Stall, 250 for Snack Stall, 3000 for Bakery, 25000 for Sweet Shop, and 180000 for Restaurant, multiplied by the level cost factor. If a locked shop is selected, the large action button becomes “OPEN for 🪙 [cost]”; tapping it opens the shop if affordable, changes the ghost into its solid building, plays a celebratory effect, and displays a toast. If the player cannot afford an upgrade, helper, or shop opening, show an error sound/vibration and the toast “Not enough coins yet. Keep serving!.” Use green dots on shop tabs when an opening, upgrade, or hire is affordable.

Use these exact level goals and display them in the goal panel: First Brew: earn 150 coins; A Helping Hand: earn 600 and hire 2 helpers at Tea Stall; Snack Time: earn 2500 and open Snack Stall; Busy Street: earn 7000 and reach Tea Stall level 15; Fresh Bread: earn 22000 and open Bakery; Sweet Success: earn 90000 and open Sweet Shop; Full Staff: earn 220000 and hire 8 helpers total; Grand Opening: earn 700000 and open Restaurant; Master Chef: earn 2,000,000 and bring every open shop to level 15; Street Legend: earn 8,000,000 and have 2 helpers in every open shop. A level completes when every listed goal is fulfilled. Record completion time and award three stars if completed within its par time, two stars if within 1.8× par, otherwise one star. Use par times of 60, 90, 150, 210, 300, 360, 420, 480, 560, and 660 seconds. Show a results screen with “Goal Complete!”, 1–3 gold stars, level name, time, three-star threshold, coins earned, Retry, Next, and Home. After the final level show a “MISSION COMPLETED” screen with trophy, total stars out of 30, confetti, and the message that the player built the greatest food street in town.

Include a How to Play overlay with these rules: tap SERVE or the stall to earn, upgrade for more per order, every 10 levels doubles income, hire helpers for automatic/faster orders, open the four additional shops, swipe or use shop icons to switch shops, helpers earn while away, and finish goals quickly for three stars. List keyboard shortcuts: Space serve, U upgrade, H hire, O open, left/right switch, P pause, M mute. Support keyboard and touch/mouse input. Swiping horizontally across the 3D street should move/select the nearest shop; left/right or A/D and number keys 1–5 should select shops. Include pause, restart, home, resume, and mute controls. Persist stars, mute state, and the current run in local storage. When returning after at least ten seconds, calculate offline earnings from automatic helper income, capped at two hours and awarded at half the normal automatic rate; show a “Welcome Back!” screen explaining the amount and a Collect button. Add a first-level animated hand hint pointing at SERVE, then an upgrade hint once the player can afford it, and periodic gameplay tips such as tapping to speed orders, helpers working away, level-10 doubling, swiping, opening shops, and affordability dots. Keep the interface responsive for portrait and landscape mobile screens, with large rounded glossy buttons, cream cards, orange headings, strong shadows, safe-area spacing, and no scrolling during play.

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