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Arcade › Fry Clicker
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Fry Clicker was built by biby 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 Fry 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.
Recreate “Fry Clicker” as a mobile-friendly 3D idle/clicker game viewed from a slightly elevated perspective camera looking down at the center of a circular tabletop. Use Three.js-style low-poly 3D visuals with soft shadows, warm orange/yellow lighting, an orange radial backdrop, and a large round wooden/orange counter made from a thick cylinder with a lighter top surface. In the exact center, place the primary clickable target: a red six-sided cardboard fry carton with a yellow circular logo and roughly 16 upright golden fry sticks of varied heights sticking out of it. The carton should gently bob and rotate, and the fries should subtly sway. Clicking/tapping the carton grants fries and creates a brief expanding pale-yellow ground halo and a floating “+N fries” text; the carton should briefly scale up as feedback. There is also an 8% chance per click to award an additional tip of max(2, floor(click value × 2.5)) with separate “Tip +N” feedback. The game starts with 0 fries, 0 lifetime fries, click power 1, no buildings, and no variations. Show a persistent translucent cream HUD over the 3D scene. The upper-left stats panel should display the title “Fry Clicker”, current Fries, Per tap, Fries / sec, Lifetime fries, and totals for Buildings and Variations. The upper-right “Kitchen Event” panel should show either the active event, its description and countdown, or the approximate time until the next event, whether a Golden Potato is ready, and Total taps. Show temporary centered notification panels for instructions, purchases, unlocks, and events. At the lower right, provide two scrollable translucent shop panels: “Fry Buildings” with the subtitle “Hire the crew and scale up your fries per second.” and “Fry Variations” with the subtitle “Unlock better fries for bigger taps and stronger production.” Each row has the item name, owned count/effect description, and a purchase button that is disabled when unaffordable. Implement the six purchasable buildings in this exact order and with these exact starting values: Fry Cart, base price 20, +0.4 fries/sec each, label “A sidewalk cart keeps fries coming.”; Line Cook, base price 80, +2.2 fries/sec, “One determined cook works the fryer.”; Sauce Robot, base price 340, +9 fries/sec, “Automated seasoning and perfect timing.”; Food Truck, base price 1200, +28 fries/sec, “Take your fries citywide.”; Potato Factory, base price 4200, +95 fries/sec, “Industrial-grade crispness.”; Orbit Fry Station, base price 16000, +320 fries/sec, “Zero-gravity golden crunch.” The price for each building is floor(base price × 1.15^owned), except during Sauce Storm when it is multiplied by 0.8. Buying subtracts fries and increments ownership. Passive income is the sum of owned building production multiplied by the current passive multiplier and added continuously each frame. Around the central carton, arrange six small low-poly building display stands evenly around a 4.5-unit orbit. Each has a brown circular base, a colored square pedestal, a pale vertical topper, and a glowing spherical badge. As buildings are purchased, show up to eight small matching mini fry/production pieces around that stand and subtly scale/glow the badge according to the owned count. Use distinct warm colors for the six building types. The displays rotate very slowly. Implement these five one-time Fry Variations, in this exact order: Curly Fries (price 45, +1 tap, +8% passive, “Spiral shape — more surface, bigger taps.”), Waffle Fries (180, +3 tap, +15% passive, “Grid-cut fries boost every building.”), Loaded Fries (750, +8 tap, +24% passive, “Cheese, bacon, chaos — heavy bonus.”), Truffle Fries (2800, +20 tap, +36% passive, “Fancy fries, serious economy lift.”), and Cosmic Fries (12000, +55 tap, +55% passive, “Rare space salt powers the empire.”). Each can be unlocked only once; unlocking subtracts its price, increases tap power and the passive multiplier, and adds a floating rotating golden torus-knot flair around/above the center. Base tap power is 1 plus all owned variation click bonuses. Display each row’s tap and passive bonuses and change its button to “Owned” after purchase. Add the timed economy event system. When there is no event, start a random event after an initial roughly 9-second cooldown, and after an event ends wait a random 18–28 seconds before another. Events last for their exact durations: Lunch Rush lasts 12 seconds and doubles passive production; Coupon Rain lasts 10 seconds and makes every tap pay double; Sauce Storm lasts 14 seconds and reduces building prices by 20%; Golden Potato lasts 15 seconds and makes a collectible golden potato appear. Show the active event name, description, and one-decimal countdown in the Kitchen Event panel, plus a temporary notification when it starts. A golden potato should be a small glowing gold potato/sphere with a larger translucent glow, float around the center/orbit region, rotate, and pulse. It can also be triggered directly by a 1.5% chance on a click when no event is active. Tapping it awards max(75, floor(current click value × 25 + current fries/sec × 8)), hides it, shows “Golden +N”, and ends the Golden Potato event if that event is active. Use pointer/touch input with raycasting: tapping the fry carton activates the click loop; tapping the visible golden potato claims it; shop buttons work independently and should not activate the 3D target. Make the layout responsive: on wide screens place the two shops side by side at the bottom-right, while on narrow/mobile screens stack them, keep panels scrollable, and reposition the hint/message so the central target remains usable. Include a bottom/overlay hint reading: “Tap the giant fries in the middle. Buildings make passive fries, variations boost your whole fry empire. Sound wakes up on your first tap.” Use warm cream translucent cards with rounded corners, subtle borders/shadows, dark brown text, orange-to-dark-orange purchase buttons, and disabled gray-brown buttons. Format large values with K/M/B/T suffixes. Maintain the exposed game state fields for fries, totalFries, clickPower, friesPerSecond, totalClicks, buildings, variations, event, and goldenPotatoReady so the game state can be inspected and adjusted.