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Mochi High

  • idle
  • tycoon
  • kawaii
  • anime
  • management
  • incremental
  • mobile
0
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1 play

How to play

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

Discussion

Nobody has said anything about Mochi High yet. Play it, then tell Saya Sendiri what you would add next.

Make your own game

Mochi High was built by Saya Sendiri 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 Mochi High 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 Mochi High

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 responsive single-screen browser idle tycoon game titled “Mochi High,” presented as a kawaii anime school management interface. Use a soft pastel visual style: pink, lavender, cream, mint, sky blue, and gold, with rounded cards, thick white borders, gentle shadows, playful bold rounded/system typography, and a background gradient from pale pink/yellow to lavender/mint. On mobile, stack the campus scene above the upgrade panel; on wider screens, show the scene and panel side by side. Keep the page viewport-sized with a scrollable upgrade panel on smaller screens.

At the top, show a brand area with a pink cherry-blossom crest, the small uppercase subtitle “KAWAII IDLE TYCOON,” and the large title “Mochi High.” At the opposite side, show a rounded wallet card displaying the current currency as “¥ 120” initially and the label “campus coins.” The game state starts with 120 coins, 3 students, 12 reputation, Day 1, and upgrades at level 0.

The main campus illustration is a rounded, bordered scene with a blue sky over a mint-green lawn. Include a glowing pale-yellow sun in the upper-right, two soft white clouds, stylized flowering trees at both sides, and a centered cream school building with a thick pink outline and shadow. The building has a large triangular pink roof, a gold-bordered sign reading “MOCHI HIGH,” two blue windows with white inset highlights, and a centered purple arched door. Place emoji-like animated figures in front of it: a graduate/student on the left, another on the right, and a small white rabbit near the center; make them gently bob vertically. Add a translucent rounded label at the lower-left reading “Spring Campus · Year 1.” Below the scene, show three stat cards for students, reputation, and passive income, initially “3 students,” “12 reputation,” and “+2/s passive income.”

Beside or below the illustration, create a “Campus upgrades” panel with a Day indicator initially “Day 1.” Show a highlighted income card reading “¥ 2 / sec” and “Your school keeps earning while you plan.” Add a large gradient button labeled “✨ Ring the school bell · +¥5.” Pressing/clicking/tapping this button immediately adds 5 coins, increments a tap counter, displays a temporary dark toast near the top of the campus scene saying “+5 coins!”, and refreshes the UI. A festival upgrade later changes the bell value as specified below.

Implement continuous idle income using animation timing: coins increase continuously at 2 coins per second initially. Every 12 seconds, advance the day by 1 and increase reputation by 1. Display whole-number/floored values in the UI. The three upgrade entries are generated in this order, each with its icon, name, level meter, description/effect, and a purchase button. Purchase buttons are disabled when unaffordable or at maximum level; use a colorful gradient button and a grayscale disabled appearance.

1. “📚 Cozy Classroom,” initially Lv.0, base cost ¥60, maximum Lv.8. Description: “More students join each second.” Effect text: “+1 student.” Each purchase costs floor(60 × 1.65^currentLevel), raises the classroom level, and immediately adds 2 students (the displayed effect text remains +1 student as in the source interface; do not add another mechanic).
2. “🎨 After-School Club,” initially Lv.0, base cost ¥90, maximum Lv.8. Description: “Turn student energy into coins.” Effect: “+2 coins / sec.” Each purchase costs floor(90 × 1.65^currentLevel), raises the level, and increases passive income by 2 coins per second. Passive income is always 2 + 2 × club level.
3. “🌸 Cherry Blossom Fest,” initially Lv.0, base cost ¥180, maximum Lv.5. Description: “Boosts every bell ring and reputation.” Effect: “+5 bell coins · +4 rep.” Each purchase costs floor(180 × 1.65^currentLevel), raises the level, immediately adds 4 reputation, and increases each bell press value by 5. Bell value is always 5 + 5 × festival level; while festival level is nonzero, each bell press also adds 1 reputation.

Each upgrade should show a progress meter filled to current level divided by its maximum, a “Lv.0” style level label, and a button showing its current calculated yen cost or “MAX” at the cap. On a successful purchase, show a short toast such as “📚 upgrade complete!” and update all values. Include a small centered hint at the bottom: “Leave this tab open to grow your anime academy.” Use touch-friendly pointer interactions, subtle pressed-button movement, rounded controls, and no combat, map, inventory, or additional screens beyond this idle campus dashboard.

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