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Dumpling Squish

  • 3d
  • clicker
  • idle
  • casual
  • kawaii
  • mobile
  • collection
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. mehki boykins built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dumpling Squish yet. Play it, then tell mehki boykins what you would add next.

Make your own game

Dumpling Squish was built by mehki boykins 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 Dumpling Squish 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 Dumpling Squish

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 mobile-friendly 3D idle/clicker game titled “Dumpling Squish.” Show a single cute oversized dumpling centered in a warm pastel scene, viewed from a slightly elevated front perspective with a perspective camera. The dumpling should be a smooth peach-colored, rounded sphere/bao-like body, broad and slightly flattened, sitting on a white ceramic plate on a larger off-white circular tabletop/platform. Use soft shadows, bright ambient lighting, a warm cream-to-peach background, and a clean low-detail kawaii 3D style. Add seven small pale cream pleat bumps across the top. On the front, add a light cream face patch with one winking curved eye, one small open eye, pink blush marks on both cheeks, and a tiny smiling mouth. The dumpling should gently rotate side-to-side and bob continuously. When clicked/tapped, animate a brief squish: compress it vertically and expand it slightly sideways, then return it to normal.

The core loop is: the player taps/clicks directly on the 3D dumpling to earn exactly 1 coin and increment a click counter. Use raycasting so clicks count only when they hit the dumpling body. Show a floating “+1 coin” text near the center that fades upward after each successful click. Each click has a chance to award a random squishy item; represent these as inventory items rather than visible 3D objects. The random-drop table includes Mini Squishy (sell value 6, chance 0.14), Heart Squishy (sell value 12, chance 0.08), and Lucky Squishy (sell value 20, chance 0.04); drops are attempted with an 18% per-click trigger, and if triggered select from the table with a Mini fallback. Display a toast notification when an item is obtained.

Overlay the scene with a compact responsive HUD. At the upper left/top, put a translucent rounded white panel titled “Dumpling Squish,” with helper text “Tap the dumpling for coins. Open the tabs below for colors, trades, shopping, and your squishies.” Below it show pill counters for coins, total clicks, and an elapsed play timer formatted minutes:seconds. Also show an achievement/status badge: before 300 seconds it says that selling squishies unlocks after 5 minutes and includes the seconds remaining; after 300 seconds unlock “Squishy Seller” and state that squishies can now be sold. Keep the 3D dumpling visible by putting the controls in a bottom-centered tab dock with four buttons: Colors, Trade, Shop, and Squishies. Tabs toggle their rounded translucent panels open and closed, and only one panel needs to be visible at once. Make buttons large enough for touch input, with warm orange/yellow styling and responsive layout on narrow screens.

The Colors tab must display eight color swatches that immediately recolor the dumpling body: Peach #ffb58f, Mint #9fe1c1, Blueberry #93b6ff, Grape #c39cff, Strawberry #ff8fb1, Banana #ffd86e, Matcha #98c46b, and Coconut #f0ede6. Highlight the selected swatch.

The Shop tab must list these purchasable inventory items and prices, each with a Buy button: Cloud Squishy for 20 coins (sell value 8), Star Squishy for 35 (sell 14), Berry Squishy for 55 (sell 22), Butter Squishy for 70 (sell 28), and Golden Squishy for 95 (sell 40). Deduct the price and add one to inventory only when the player has enough coins; otherwise show a toast telling them to click the dumpling more.

The Trade tab is a trade booth with a current randomly selected deal, a deal badge, text describing what the trader asks for, text describing the reward, and Accept Trade, Decline, and New Trade buttons. Include exactly these possible offers: “Sweet Deal”: give 25 coins, receive 1 Moon Squishy (sell 15) plus 5 bonus coins; “Butter Bundle”: give 40 coins, receive 1 Butter Squishy (sell 28) plus 1 Mini Squishy (sell 6); “Rainbow Pair”: give 55 coins, receive 1 Rainbow Squishy (sell 26) plus 1 Star Squishy (sell 14); “Double Blob Deal”: give 2 Mini Squishies, receive 2 Blob Squishies (sell 18 each); “Crown Swap”: give 1 Heart Squishy, receive 1 Crown Squishy (sell 24) plus 10 coins; “Lucky Gold Deal”: give 1 Lucky Squishy, receive 1 Golden Squishy (sell 40) plus 1 Moon Squishy (sell 15). Accept should check all required coins/items, show a missing-requirement toast if necessary, otherwise remove the costs, add rewards, show a success toast, and automatically roll a new trade. Decline and New Trade should roll a new random deal; Decline should indicate the trade was declined.

The Squishies tab must show the player’s inventory and counts, including purchased, traded, and dropped items. If empty, state that the player can buy, trade, or keep clicking for drops. Before the 5-minute achievement, show only owned counts. Once “Squishy Seller” is unlocked, show each item’s sell value and provide a “Sell 1” green button; selling removes one item and awards its configured coin value. Use rounded cards and concise small text throughout. Show short dark rounded toast messages for item rewards, failed purchases/trades, successful trades, sales, fresh trades, and the achievement unlock.

Persist coins, click count, elapsed play time, selected color, inventory, achievement state, and current trade in browser local storage so progress survives reloads. Initialize with zero coins/clicks, peach dumpling, empty inventory, and a random trade. Build the interface as an interactive game rather than a static mockup, with smooth animation and touch-friendly pointer interactions.

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