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Arcade › Dragon Deli
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Dragon Deli was built by Cum Meister 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 Dragon Deli 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 playable idle/clicker management game titled “Dragon Deli” in a low-resolution 384x216 canvas scaled up with nearest-neighbor/pixelated rendering and centered on the screen. Use 32-bit-inspired pixel art, chunky 1px/2px outlines, monospace pixel UI text, dark purple/slate backgrounds, warm cream and gold labels, and hand-drawn painterly pixel highlights. The tone is dark-comic but non-graphic: the goal is to fatten friendly anthropomorphic dragons and ship them to a clearly labeled BUTCHER truck at the pickup dock, without showing violence or gore. Layout: a top header bar reading “DRAGON DELI,” with counters for “Food,” money prefixed by “$,” and “Shipped.” Divide the main screen into three bordered panels. On the left, a “Kitchen” panel shows Food/sec, Feeders, Crew, and Dragons counts, a pixel-art pile of colorful food, and a large MAKE FOOD button with a +amount sublabel. Below it, an Upgrades panel has five buttons: Bigger spoon, Tiny chef, Auto feeder, Ship crew, and + Dragon, each displaying its current dollar cost and appearing dim/disabled when unaffordable. On the right, a “Dragon pen” panel shows the selected dragon, a horizontal progress bar, name and weight such as “Marmalade 8/40 lb,” a hungry/ready status line, left and right arrow buttons to switch between dragons, and FEED and SHIP OFF buttons. Along the bottom right, add a bordered “Pickup dock” panel containing a small pixel-art butcher truck labeled BUTCHER. Core loop: begin with one randomly moss/fern/olive/jade-colored dragon named Marmalade, at 8 lb with a target of 40 lb. Clicking MAKE FOOD, or pressing Space or F, adds food according to click power (starting at 1). Clicking FEED, or pressing E, spends one food and adds 1 lb to the selected dragon. A dragon cannot be fed without food; show a floating “need food!” message. The dragon status is “still hungry” until it reaches its target, then “READY FOR PICKUP.” Only a ready dragon can be shipped. Clicking SHIP OFF, or pressing S, sells a ready dragon for payout based on its weight and shipping-crew level, increases money and shipped count, removes that dragon, and displays a floating cash reward. Keep the interface non-graphic and imply the butcher destination only through the truck and text. Implement upgrades with escalating costs and these effects: Bigger spoon raises food per manual click; Tiny chef adds passive food each second (Food/sec); Auto feeder periodically feeds the selected dragon, consuming available food and feeding multiple food units based on its level; Ship crew improves payouts and periodically auto-ships the selected ready dragon; + Dragon adds another named dragon. Use names like Pickle, Brisket, Noodle, Fig, Rhubarb, Gumbo, Taffy, Biscuit, Saffron, Miso, Turnip, and Dumpling. Dragons should be selectable with the on-screen arrows or Left/Right arrow keys. Support pointer/touch interaction for all buttons. Include small floating text feedback, colorful square particle bursts for making food/feeding/upgrades, subtle button hover states, and short simple square/triangle beeps on interaction when audio is available. Draw the selected dragon prominently in the pen: a large rounded green body that grows wider as its weight approaches the target, cream segmented belly, chunky dark outline, broad bat wings with muted rosy membranes, curled tail, stubby legs and feet with pale claws, arms, horns, muzzle, large light eyes, and scattered bright pixel highlight/speckle clusters. Use several green palettes (moss, fern, olive, jade) and a slight idle bob animation with a ground shadow. Show the dragon’s weight progress in the bar, using a yellow/orange incomplete bar and green ready bar. At first launch, provide a pulsing hint such as “Tap food, then feed!” near the kitchen/controls. Keep the game continuously running with passive production and automation updates, and preserve the simple single-screen management presentation.