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Ducko

  • virtual-pet
  • casual
  • mobile
  • 2d
  • simulation
  • cute
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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. Bang Jaron gardoni built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ducko yet. Play it, then tell Bang Jaron gardoni what you would add next.

Make your own game

Ducko was built by Bang Jaron gardoni 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 Ducko 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 Ducko

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 responsive mobile-first virtual pet game titled “Ducko,” presented in Indonesian. The game is a single-screen care loop centered on a cute stylized yellow duck in its bedroom. Use a soft pastel, rounded, friendly 2D aesthetic with emoji-assisted UI and no external assets required.

Layout and camera: Use a full-height app constrained to about 760px wide and centered on desktop, with a header, a large central canvas scene, and a fixed bottom action bar. The canvas should fill the available middle area, have rounded corners and a soft shadow, and scale responsively. In the header show a duck emoji brand tile, the title “Ducko,” the subtitle “Teman kecilmu setiap hari,” and a coin wallet displaying 🪙 25 initially. Overlay the upper part of the scene with three translucent rounded status cards in a row: “🍎 Lapar,” “💖 Senang,” and “⚡ Energi,” each with a horizontal progress bar. Start the meters at hunger 72, happiness 78, and energy 84 (out of 100). Add a small “KAMAR DUCKO · LV 1” label near the upper-right of the scene.

Scene: Render a calm pastel bedroom/background directly in a 2D canvas. Use a vertical gradient from light sky blue at the top through pale mint to a warm cream near the bottom. Add three soft white cloud clusters in the upper background, subtle horizontal wall decorations, and a large pale-green oval floor/rug at the bottom with a darker green inner oval. Include a small terracotta plant pot with green leaves on the left, a pink-and-white bed on the right, and a simple yellow standing lamp on the right with a warm translucent glow. Keep the scene uncluttered so Ducko is the focal point.

Ducko avatar: Place one large, front-facing, rounded cartoon duck in the center, around the middle/lower portion of the canvas. It has a large golden-yellow oval body, a lighter yellow circular/oval face, a darker golden wing on its right side, orange webbed feet, a broad orange oval bill with a darker horizontal line, two dark round eyes, and three rounded orange-gold tufts on top of its head. Add a soft oval shadow under the duck. Animate a very subtle vertical idle bob and occasional blinking. The duck should be drawn with simple flat fills and smooth shapes, without outlines except the bill crease. When happiness is above 85, show a small sparkle near the duck.

Core mechanics: This is a virtual pet with four pointer/touch actions in the bottom navigation, each displayed as a large rounded button with an emoji and Indonesian label: “🍎 Beri makan,” “🎾 Bermain,” “🫧 Mandikan,” and “💤 Tidurkan.” Buttons should visibly depress when pressed. Feeding costs 2 coins; if affordable, increase hunger by 24 and happiness by 5, show floating heart particles and a temporary apple emoji by Ducko, and display the toast “Nyam nyam! Ducko kenyang 🍎.” If coins are below 2, do not perform the feeding and show “Kumpulkan koin dengan bermain.” Playing requires at least 10 energy; it decreases energy by 12, increases happiness by 20, decreases hunger by 5, awards 3 coins, shows blue sparkle/particle effects and a temporary tennis-ball emoji, and displays “+3 koin! Ducko senang 🎾.” If energy is too low, show “Energi Ducko terlalu rendah.” Cleaning increases happiness by 12 and decreases energy by 4, shows pale blue bubble particles and a temporary bubbles emoji, and displays “Ducko wangi dan bersih ✨.” Sleeping increases energy by 34, decreases hunger by 4, clears the sleepy state, hides any sleep modal, and displays “Zzz... energi Ducko pulih 💤.” Clamp all three meters to the 0–100 range.

Passive rules: While not sleepy, continuously drain hunger slowly (about 0.55 points per second), energy slowly (about 0.28 per second), and happiness very slowly (about 0.12 per second). When energy reaches 3 or lower, mark Ducko sleepy, stop passive draining, show a centered translucent overlay/modal, and prevent feed, play, and clean actions. The modal should have a large 💤, the title “Ducko perlu istirahat,” explanatory Indonesian text that its energy is gone and it should sleep, and a full-width button “Tidurkan Ducko.” That button invokes sleep. The explicit bottom sleep button remains available as well. Action feedback can be a dark rounded toast near the bottom of the scene and should fade away after roughly two seconds.

Effects and polish: Actions should set a temporary mood/action state for roughly 1.9 seconds and display the corresponding emoji floating near Ducko: 🍎 for feeding, 🎾 for playing, 🫧 for cleaning, and 💤 for sleeping. Implement lightweight drifting/fading particles for hearts, sparkles, or bubbles. Keep all text and controls in Indonesian, preserve the pastel palette, rounded cards, soft shadows, and accessible touch-friendly sizing. Do not add combat, levels beyond the visible LV 1 label, inventory, multiple rooms, navigation screens, or features not described here.

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