Arcade › Duck Clicker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Parker Pinsoneault built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Duck Clicker yet. Play it, then tell Parker Pinsoneault what you would add next.
Duck Clicker was built by Parker Pinsoneault 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 Duck Clicker 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 portrait-friendly browser idle/clicker game titled “Duck Clicker.” Use a bright, playful 2D cartoon style with a sky-blue to pale aqua/green gradient background, rounded translucent white side panels, bold rounded Nunito-like typography, emoji icons, and no external art assets. The layout is a full-height three-column interface: a narrow left panel for click upgrades, a large center play area, and a narrow right panel for duck stats and food. On small screens, both side panels narrow to about 110px. Core loop: the player clicks/taps the large central duck named “Quackers” to earn coins. Begin with 0 coins and +1 per click. Show the top HUD as “🪙 [coins]” plus “+[click power]/click +[passive]/sec.” Clicking the duck should slightly enlarge/brighten it, play a short high-pitched synth note if audio has been initialized, spawn five small sparkling emoji particles (✨, ⭐, 💫, 🌟) that float upward, and show a fading “+[click power]” text at the click position. Coins and total earned increase by the click power. Coins should be formatted as whole numbers, or one decimal with K/M/B suffixes for thousands/millions/billions. Draw the main duck in a 200x200 canvas, centered in the play area. It is a simple friendly side-facing cartoon duck: a large yellow oval body, smaller round yellow head, orange oval wing on the right, orange-red oval beak pointing right, white eye with dark pupil and tiny white highlight, subtle outlines, and a soft oval shadow underneath. Give it gentle continuous bobbing and wing wiggle animation. If owned, draw a black top hat with a gold band. If the player has at least one gold medal, display a small gold medal emoji near the duck. Include the name “Quackers” beneath it. Clicking anywhere on the duck container is the primary input. The left panel is titled “🖱️ Clickers” and contains one-time click upgrades, each becoming green and showing “✓ Owned” after purchase. Use these exact upgrades and costs/effects: 🦷 Golden Beak, 15 coins, +1/click; 🍀 Lucky Feather, 75, +3/click; 🍞 Bread Charm, 350, +8/click; 💧 Pond Blessing, 1,500, +20/click; 🏅 Olympic Wings, 6,000, +55/click; ⚡ Quack Mastery, 22,000, +160/click; 💎 Diamond Beak, 80,000, +500/click. Unaffordable cards are faded. Clicking an affordable card deducts its cost, applies its power, marks it owned, shows a toast such as “[icon] [name] equipped!”, and plays a reward chord. The top center has three rounded navigation tabs: “🦆 Duck,” “🏪 Shop,” and “🏅 Olympics.” The Duck tab shows the main duck. The Shop tab shows a responsive card grid titled “🏪 Duck Shop.” Add these exact one-time shop items: 🏊 Backyard Pond (80, +1 coin/sec); 🎩 Top Hat (150, +10% food boost); 🤖 Auto-Quacker (400, automatically click every 4 seconds); 🚀 Turbo-Quacker (2,000, every 2 seconds); 💥 Mega-Quacker (9,000, every 0.8 seconds); 🏟️ Olympic Pool (1,200, +5 coins/sec); 🏋️ Duck Trainer (5,000, +15 coins/sec); 🧑🏫 Olympic Coach (7,000, event prizes +50%); 🩷 Pink Duck (300, unlock pink skin); 💜 Purple Duck (700, unlock purple skin); 🩵 Cyan Duck (1,500, unlock cyan skin); 🥊 Power Gloves (12,000, +80/click). Auto-click purchases set the fastest owned interval. Passive income runs continuously and is reflected in the HUD. Owned shop cards become green. Support four duck color skins: default yellow body/orange wing/orange-red beak/dark eye; pink body with darker pink wing and magenta beak; purple body with purple wing and dark purple beak; cyan body with turquoise wing and dark teal beak. The skin changes when its shop unlock is purchased. The hat increases all food stat gains by 10%. The right panel is titled “📊 Duck Stats.” Show three horizontal capped 0–100 bars initially at 20: ⚡SPD Speed (orange/red gradient), 🤸AGI Agility (green gradient), and 💪STR Strength (blue gradient), with numeric values. Add the note “Stats decay — keep feeding!” but, matching the supplied mechanics, do not actually decay them over time. Below, show “🍞 Feed Duck” and these repeatable food purchases (they are not marked owned): 🍞 Bread, 5 coins, +4 Speed; 🌾 Seeds, 12, +6 Agility; 🐟 Fish, 30, +8 Speed and +5 Strength; 🌽 Corn, 20, +4 Agility and +8 Strength; 🎂 Duck Cake, 80, +12 Speed and +12 Agility; 🥩 Protein, 150, +5 Agility and +20 Strength; 🍱 Gourmet, 350, +15 to all stats. Deduct coins and cap each stat at 100. Show “🪙 cost,” fade unaffordable food, display a toast like “[icon] Stats boosted!”, play the reward chord, and briefly float the food emoji. At the bottom show a Medals box, initially “—”; after events, display up to three repeated emojis per medal type for 🥇 gold, 🥈 silver, and 🥉 bronze. The Olympics tab is titled “🏅 Duck Olympics.” It shows a cooldown/status line and event cards. Start at Season 1. Events are automatic watch-only competitions: the player pays an entry fee, then watches a roughly 4.5-second canvas animation before receiving a medal and prize. There is a 25-second cooldown after each entry, and entering increases the Olympics season level by 1. Each later season increases stat requirements by 8% and entry fees/rewards by 15%. The Olympic Coach multiplies prizes by 1.5. Events require both enough coins and the listed stats; unavailable cards are faded and requirements show current/required values in green or red. Use these exact events and base requirements: 🏊 Speed Swimming (25 entry, 80 reward, Speed ≥25), 🤿 Agility Dive (60, 180, Agility ≥30), 🏃 Sprint Race (120, 380, Speed ≥40 and Agility ≥30), 💪 Weight Lift (200, 600, Strength ≥50), 🚧 Hurdle Race (350, 1,000, Speed ≥55 and Agility ≥55). Each event uses its named stat for medal probability: roll 0–100; gold chance threshold is primary stat ×0.85, silver uses a threshold of primary stat ×0.55 plus 30, bronze uses primary stat ×0.25 plus 55, otherwise no medal. Award the scaled prize only after the animation, add the medal, show a colored result such as “🥇 GOLD! +🪙80,” or “😞 No medal this time — feed your duck more!”, and update the HUD. When an event is entered, show a dark translucent full-screen overlay with a rounded light-blue event box, event title, “Watch your duck compete!”, a canvas, result text, and a red “✖ Close” button. Implement these visible animations: Speed Swimming has a blue sky/water pond with waves, lanes, three differently colored ducks, a red FINISH line, and a YOU label; Agility Dive has a diving platform, blue water, a rotating duck arc, splash, and three judges holding score cards (10 for gold, 7 silver, 5 bronze, 3 no medal); Sprint Race has a warm yellow sky, brown track with lane markings, three running ducks, and a FINISH line; Weight Lift has a purple gym floor, cheering colored dots, a duck lifting a barbell with displayed weights of 200kg/150kg/100kg/50kg based on outcome, strain lines, and “💪 Lifting...” or “🎉 LIFTED IT!”; Hurdle Race has a blue sky, green ground, four red hurdles, an animated duck jumping, and a “Knocked: x/4” counter. Medal outcome should visibly rig the animation toward success/failure: gold wins, no medal performs worst, with silver/bronze intermediate behavior. Include brief bottom toast notifications for purchases and errors such as “Not enough coins!”, using a dark rounded pill. The game should be playable with mouse, touch, and pointer input, prevent accidental scrolling/selection on interactive controls, continuously animate the duck and particles with requestAnimationFrame, and update scores, stats, event cooldown, and panels live. Add a small click synth and celebratory four-note reward chord using browser audio/Tone-style synthesis, initialized on the first pointer interaction.