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Jump Charge Fusion

  • casual
  • clicker
  • minimal
  • single-screen
  • mobile
0
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3 plays

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

Help this game get better

Made by Oleg Sidorkin, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

Nobody has said anything about Jump Charge Fusion yet. Play it, then tell Oleg Sidorkin what you would add next.

Your review will be public. Tell the creator what worked and one thing you would improve.

Make your own game

Jump Charge Fusion 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 Jump Charge Fusion 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 Jump Charge Fusion

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 minimalist, responsive, single-screen clicker game titled “Jump Charge Fusion.” This is an interface-driven counter game, not a platformer: do not add a visible character, jumping animation, level, world, obstacles, enemies, timers, or other mechanics. Center one large rounded translucent panel on a full-screen dark purple background with a soft radial glow (brighter violet near the top center, fading to deep plum/near-black at the edges). Use a clean system sans-serif font, pale lavender/white text, subtle thin translucent borders, and restrained soft shadows. The panel contains, in order: the large bold title “Jump Charge Fusion”; the instruction “Jump 3 times to earn a charge. Spend it for a star!”; two equal side-by-side outlined translucent counter tiles labeled “Jumps” and “Stars,” each with a large bold numeric value; two large rounded side-by-side action buttons; and a centered status line beneath. The left button is bright cyan/light aqua with dark text and an upward arrow, labeled “↑ Jump.” The right button is warm yellow/orange, labeled with a sparkle and charge count (“✦ Charge 0” initially), and is disabled/visibly muted until a charge is available. Layout should adapt to narrow/mobile screens and compact landscape screens while keeping the card centered and the two-column counters/buttons readable.

Rules: Start with total jumps = 0, stars = 0, charges = 0, and status “Ready when you are.” Every press of Jump increments the lifetime jump counter by one. For each completed group of exactly three total jumps, award one charge (charges accumulate if the player keeps jumping without spending); update status to “Charge earned! Spend it for a star.” On other jumps, display the number of jumps remaining until the next charge, with correct singular/plural wording (for example, “2 more jumps to a charge.” and “1 more jump to a charge.”). Update the charge button count and enable it whenever charges > 0. Pressing an enabled Charge button consumes exactly one charge, increments Stars by one, updates both displayed values, disables the button if no charges remain, and sets status to “Charge spent — star earned!” The simple objective is to jump repeatedly and convert earned charges into stars; counters remain visible and there is no win/lose state. Buttons should have clear pressed feedback, and the UI should be touch-friendly.

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