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Arcade › Fat Clicker
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Fat Clicker was built by oliver.hay 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 Fat 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.
Rebuild a playable 3D idle clicker titled “Fat Clicker.” Use a dark, polished Three.js-style scene with a deep navy background and fog, a circular dark floor, a glowing blue ring under the character, cool blue/purple rim lighting, warm orange light, and orbiting blue/orange sparkles. The camera is a front-facing perspective view of a stylized 3D stick figure, gently bobbing and rotating. The main character has a peach spherical head with tiny glowing blue eyes, pale segmented stick limbs, blue shoes/accents, and a large glowing orange belly. Put a simplified American-flag-inspired shirt over the torso: white base, blue upper section/canton, red horizontal stripes, and small white star dots. The character visibly holds a hamburger in one hand (bun, sesame dots, patty, cheese and lettuce) and a plain white fried-chicken bucket with red stripes and visible drumsticks in the other. The belly must be adjustable continuously from skinny to fat using a slider; this changes belly width/depth and correspondingly widens the shirt, moves the arms, hands, food props, legs, and feet, but does not change earnings. Label the three states Skinny below 30%, Balanced from 30% to below 70%, and Fat at 70% or above. The figure should pulse/brighten briefly when clicked. Core loop: clicking/tapping any clickable part of the figure, especially the belly, head, clothing, limbs, burger, or chicken bucket, earns calories. Start with 0 calories, 1 calorie per tap, 0 passive calories per second, 0 ascension gems, and x1.00 multiplier. Add the earned amount both to current calories and lifetime total calories. Show a small burst of glowing particles at the clicked 3D point and briefly increase the orange belly glow. Also allow Space or Enter to click the figure. Implement five repeatable upgrades in a glassmorphism shop panel. Each purchase spends current calories and increases the next cost exponentially, using floor(base cost * growth^level): Snack Fingers, base cost 15 and growth 1.6, adds +1 per tap; Auto Feeder, base 40 and growth 1.75, adds +1 calorie/sec; Little Eaters, base 120 and growth 1.85, each purchase adds a growing amount equal to the new level times 2 calories/sec (for example first +2/sec, second +4/sec); Buffet Boost, base 180 and growth 1.92, adds +6/sec; Belly Pump, base 600 and growth 2.15, multiplies both current tap power and passive power by 1.25 per purchase. Display each item’s name, description, current cost, and “Lv 0” initially; unaffordable buttons are visibly dimmed but remain present. The displayed per-tap and per-second values include the ascension multiplier. Passive income accrues continuously every frame as autoPower * multiplier * elapsed seconds. Ascension becomes rewarding once lifetime total calories reaches 2,000. Reward floor(sqrt(totalCalories / 2000)) gems, then reset current and lifetime calories, all upgrade levels, tap power to 1, and passive power to 0; preserve gems permanently. Each gem gives a permanent +10%, so multiplier = 1 + gems*0.1. Include an “Ascend for bonus gems” button with progress text before the threshold and reward text after it; keyboard R also ascends when available. HUD: overlay the 3D scene with responsive, mobile-friendly translucent dark blue glass panels with rounded corners, thin pale-blue borders, blur, and shadows. At top-left show the title “FAT CLICKER,” a large current calorie count, and a two-column stat grid reading “Per tap,” “Per second,” “Ascension gems,” and “Multiplier.” Include a Belly size panel with an orange-accented range slider and Skinny/Fat endpoint labels. On the opposite side show the Upgrades shop with a small contextual line (“Tap the belly” initially, changing to a feeder message when passive income exists), five stacked upgrade buttons, and the ascension button. Show a small instructional hint panel near the bottom explaining that the figure can be tapped for calories and the slider changes body size. Both top stats and shop panels can be closed with × buttons. When hidden, show floating pill buttons “Show Calories” and/or “Shop” to reopen them. Keyboard X or Escape toggles the shop. When the shop is hidden, smoothly zoom the camera closer, enlarge the figure, shift it slightly left, and keep the character fully visible; when open, return to the wider framing. On-screen buttons and slider must work with pointer/touch input, while keyboard 1–5 buy the corresponding upgrades and Left/Right arrows shrink or enlarge the belly in 5% steps. Keep the scene animated with gentle figure bobbing, slow body/head motion, rotating ground ring, moving orbit sparkles, and subtle bobbing/flapping motion for purchased helpers. Every Little Eaters purchase creates one tiny stylized flying fat person—small peach head, orange belly, stick arms and legs—that orbits around the main figure at a varying radius and height; each helper is visualized in the scene and contributes its passive income. Preserve the clean dark-blue/orange/blue visual language and readable glass HUD shown in the reference.