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Arcade › Dragon Tycoon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. will.carvey35 built it with Cinevva, so it works on a phone or a tablet too.
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Dragon Tycoon was built by will.carvey35 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 Tycoon 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 browser game titled “Dragon City Tycoon,” a dark, polished 3D dragon-collection tycoon prototype. Use a Three.js-style third-person/isometric orbit camera showing a floating circular island over dark blue water, with mouse drag orbit controls, mouse-wheel zoom, damping, fog, soft shadows, and a blue-black radial-gradient background. The island is a thick green grassy cylinder with a brown dirt underside, scattered gray rocks and glowing cyan crystal decorations. Place a simple stylized young knight on one side and a witch friend on the other, both made from capsule/sphere/cone primitives; the knight uses pale armor and a blue hat/accent, while the witch uses dark purple clothing and a purple hat. Dragons are displayed around the island in a ring and gently hover/flap their wings. Each dragon is a low-poly rounded creature made from a colored spherical body and head, cone snout, boxy wings, tail, and dark outline shell. Color and visual effects are derived from its elements: Fire is red-orange, Air pale cyan, Grass green, Earth tan, Water blue, Metal silver, Ice cyan, Shadow violet, Lightning yellow, Crystal pink, Darkness near-black, Light cream, and Ancient gold. Boss dragons are larger, with a gold crown-like ring, horns, dark back spikes, orbiting glowing shards, and a pulsing ground aura. If the portal is built, show a glowing cyan ring with purple core, dark base, and four small obelisks on the island; animate the ring/core. During battle, show a stylized enemy on the far side of the scene: skeleton squads are pale, trolls green, shadow knights dark violet-glowing, and the Skeleton King is pale/gold with a crown and an evil dragon-like pet silhouette. Implement the core tycoon loop exactly: begin with 75 gold, 1 island, 0 victories, two starter Common dragons (one Fire and one Air), two free hatch charges, dragon capacity 6, and passive income from every owned dragon. Each dragon has a generated name, rarity Common/Rare/Epic/Legendary (or special Boss), 1–3 elements, power, and gold-per-second. Rarity probabilities are approximately 70% Common, 22% Rare, 7% Epic, 1% Legendary. Legendary dragons always include Ancient; Ancient is not normally hatchable and is unlocked only as progression. New ordinary dragons use the elements unlocked by victories: Fire and Air initially, then one additional element every two victories in this order: Grass, Earth, Water, Metal, Ice, Shadow, Lightning, Crystal, Darkness, Light. Every dragon generates income; non-boss dragons may battle, while boss dragons are income-only. Build a glassy dark HUD over the scene. At the top left show “Dragon City Tycoon”; at top right show live Gold, Islands, and Victories. Along the lower portion use a responsive two-column panel layout that becomes one column on narrow screens, with panels for Hatchery, Dragons, Battle, Boss Market, and Expansion (on short screens the panel area can scroll). Use compact dark navy buttons/select boxes with rounded borders and white-blue text. Hatchery panel: provide an unlocked-element selector, “Hatch Egg” and “Quick Hatch” controls, and status text. The first two normal hatches are free; after that Fire eggs cost 100g and each later unlocked element costs 25g more, while Quick Hatch adds 25g and skips the timer. Normal eggs take 9 seconds to hatch; bred eggs take 14 seconds; Quick Hatch immediately adds a dragon. Show incubating egg previews/countdowns, capacity, and passive income. If capacity is full, prevent hatching and tell the player to unlock an island. Hatched dragons use the current victory-based rarity and element rules. Dragons panel: provide two dragon dropdowns, a Breed (50g) button, and readable selected-dragon labels containing name, rarity, and elements. Require two different dragons, sufficient gold, and available capacity. Breeding creates an egg after 14 seconds whose elements are a random subset of the parents’ combined non-Ancient elements, up to three, biased toward two; there is a small chance to become Legendary and gain Ancient. Dragons generate gold continuously, and island count boosts total income by 10% per extra island. Battle panel: initially require the player to build a Portal for 120g before battles can begin. Show a portal build button/status, a fighter dropdown containing only non-boss dragons, a Start Battle button, and live battle text. Select a random enemy by victory progression: early Skeleton Squad, Troll Brute, or Shadow Knight, with enemy HP/attack and rewards scaling by victories; after 6 victories, battles become against the Skeleton King boss with 220 HP, 16 attack, 220 gold reward, and 10 essence. Battles are automatic timed damage exchanges: the player dragon attacks roughly every 0.55 seconds and the enemy every 0.75 seconds. Player HP is 120 plus twice fighter power, attack is 10 plus 0.55 times power, with modest element bonuses (Ancient, Light versus shadow/king, Fire versus trolls, Ice versus skeletons, Shadow versus shadow knights). Display both HP values and percentage race, then award victory gold and element essence on success, or 15 consolation gold on defeat. Increment victories on wins, unlock more elements according to the rule above, and make defeating a Shadow Knight unlock a captured boss offer. Boss Market panel: initially state that no boss dragons are captured. Shadow Knight victories can create up to three offers, each with Shadow plus 1–2 unlocked extra elements, Rare or Epic base rarity, a generated boss name, and a gold cost based on victory count/elements. Let the player buy an offer if they have enough gold and capacity; add it as a Boss dragon with much higher passive income, remove the offer, and clearly state that bosses cannot fight. Expansion panel: show an “Unlock New Island” button and dynamic cost. Start at 250g; each subsequent island costs the previous cost multiplied by 1.65. Each island increases capacity by 4 (starting at 6) and boosts passive income. The visible island geometry may remain centered in this prototype, but rebuild it when purchased and update the counter. Include small UI feedback for unavailable actions, insufficient gold, full capacity, and successful hatch/breed/battle/unlock actions. Add lightweight synthesized UI sounds for hatch, breed, hits, wins, losses, gold, and unlocks, enabled after the first click or keypress. The prototype win condition is defeating the Skeleton King, which becomes available after several victories.