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Hex Bounce Tycoon

  • 2d
  • arcade
  • idle
  • clicker
  • brick-breaker
  • tycoon
  • mobile
0
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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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hex Bounce Tycoon yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Hex Bounce Tycoon was built by Oleg Sidorkin 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 Hex Bounce Tycoon 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 Hex Bounce Tycoon

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 a portrait/mobile-first 2D idle brick-breaker clicker titled “Hex Bounce Tycoon.” Use a full-screen HTML canvas with pointer/touch input and a fixed glassy HUD over it. The visual style is bright glossy cartoon UI: a pale blue radial-gradient background fading from near-white cyan at the center to stronger sky blue at the edges, subtle diagonal white streaks, soft shadows, rounded translucent white panels, bold dark teal system sans-serif text, green money text, and colorful glossy game objects.

The main playfield is a centered regular six-sided hexagonal arena in the upper/middle portion of the screen. Give it a translucent white-to-light-cyan vertical fill, thick cyan/blue outline plus thin white inner outline, a soft drop shadow, and faint concentric circular guide rings clipped inside. The hex is sized responsively, approximately min(viewport width*0.43, viewport height*0.29, 238px) radius, centered horizontally around 47% of viewport height. Its border turns orange while Frenzy is active. Balls remain within the arena and ricochet off all six walls.

Inside the hex, create one or more small glossy white balls with pale blue shading, a soft shadow, and a short fading white trail. Start with exactly one ball, moving at roughly 205 px/sec from near the center at an angled trajectory. Balls bounce continuously off the hex walls, the central paddle, purple bumpers, and numbered bricks. The central player paddle is a horizontal rounded rectangular green platform, about 118px wide and 18px tall, with a white highlight, bright lime-to-green gradient, white outline, and shadow. It is centered in the arena and rotates toward the angle indicated by the pointer position. The player can press/drag near the paddle to rotate it; this changes the paddle’s orientation and therefore the ball paths. Paddle collisions reflect the ball and add a small directional “english” effect based on hit position.

Populate the arena with eight initially generated yellow rounded rectangular bricks, placed randomly without overlap and away from the center. Normal bricks are around 46x32px, glossy yellow/gold with a pale highlight, orange lower shading, rounded corners, and a number showing their current hit points in dark brown. Initial brick HP is at least 2 and is based on level plus a random 0–3 addition. Each ball hit reduces HP by one, reflects the ball, creates a small burst, and awards the brick’s value multiplied by the current combo multiplier. When HP reaches zero, remove the brick, award quest progress, and show a larger yellow burst. Keep automatically filling bricks until the current brick-slot count is reached.

Some automatically spawned bricks can be golden, with a gold-to-orange gradient, brighter outline, glow, and a small star. Golden bricks have somewhat reduced HP but five times the normal value. Breaking a golden brick activates an 8-second “FRENZY x2!” window: all hit and passive earnings are doubled, the arena outline becomes orange, and a visible orange Frenzy status appears in the HUD. Normal and golden bricks should pulse/scale briefly on impact. The player may also tap an empty valid location inside the hex, away from the paddle and existing objects, to manually place a yellow brick; manual placement is not golden and deducts up to $3 cash.

Place one purple booster bumper in the initial arena. It is a glossy glowing purple circular object with a white/lavender center highlight, dark purple edge, white outline, shadow, and three small rotating white radial marks around it. A ball hitting an available bumper reflects and gets a 1.13 speed multiplier, triggers a brief charge/cooldown and pulse, adds combo power 2, and pays bumper value (initially 4) multiplied by the combo. The player can purchase additional bumpers, then tap a valid point inside the hex to place each pending bumper; bumpers cannot overlap bricks, other bumpers, or the center.

Implement the economy exactly as an escalating upgrade loop. Cash begins at $0 and is earned passively at balls * 0.15 * speed multiplier per second, as well as from brick and bumper hits. Track lifetime income and a rolling five-second income-per-second display. The combo starts at zero; each brick hit adds 1 and each bumper hit adds 2, refreshing a 3.4-second timer. Combo multiplier is (1 + min(combo, 60)*0.04), doubled during Frenzy. Reset combo when its timer expires. Show celebratory floating text and particles at combo 10, 25, and 50.

Track level progress from all income. Start at level 1 with next-level target 160. When progress reaches the target, subtract the target, increase the level, set the next target to floor(old target*1.36 + 65), award 12*new level cash, add one brick-health difficulty bonus, show “LEVEL UP!” and green particles. Leveling makes newly spawned bricks tougher. Track a quest beginning at 0/12 broken bricks with a $95 reward. Completing it pays the reward, shows “QUEST BONUS $95,” resets progress, increases the next goal to floor(old goal*1.45 + 4), and increases the next reward to floor(old reward*1.8 + 40).

The fixed HUD should visually resemble the screenshot: at the top, a rounded translucent white level panel with “LEVEL 1” (or current level), a horizontal cyan-bordered progress bar filled left-to-right with a green-to-lime gradient, and a white-ball count such as “1 ⚪.” Beneath it, center a large rounded translucent cash panel displaying a bold green amount such as “
86.” Beneath the cash, show pill-shaped status stats for “Combo x1.0,” rolling “$0/sec,” and either “Quest 0/12 · $95” or an orange “FRENZY 8s.” During combo hits the combo pill briefly pops and turns purple; Frenzy status turns orange. Add a centered instructional hint above the bottom controls: normally “Chain hits before the combo expires. Golden bricks trigger Frenzy x2. Finish quests for big bonus cash.” If a bumper is ready, change it to explain tapping inside the hex to place the purple bumper. At the bottom, use five large rounded glossy upgrade buttons in a grid: “+1 Ball,” “+1 Blocks,” “Brick Value,” “Place Bumper,” and “Speed Boost,” each showing its current level and escalating green dollar cost. Initial costs are
5,
5, $40, $55, and $60 respectively. Costs scale per purchase as follows: ball floor(25*1.55^purchases), blocks floor(15*1.42^purchases), value floor(40*1.75^purchases), bumper floor(55*1.68^purchases), speed floor(60*1.9^purchases). Gray/opacity-dim buttons when unaffordable. +1 Ball buys and launches another ball at roughly 185–240 px/sec. +1 Blocks raises brick slots by one and refills. Brick Value raises brick value by 2 and brick health bonus by 1. Place Bumper purchases one pending bumper to be placed by a later arena tap. Speed Boost raises speed multiplier by 0.12, capped at 2.2. On narrow screens, adapt the five controls to a three-column grid and stack the status pills responsively. Use pointer events, prevent page scrolling/selection, support window resizing, maintain all objects inside the resized arena, and run a requestAnimationFrame update/draw loop. Render soft particle bursts and short-lived outlined floating reward text such as “+5 x1.4,” “FRENZY x2!”, “QUEST BONUS $95,” and “LEVEL UP!” on collisions, purchases, quest completion, and level-ups. The core experience should be an endlessly running autonomous bounce/earn/reinvest loop, with active skill coming from rotating the paddle, manually placing bricks or purchased bumpers, and maintaining the combo.

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