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Moon Miner

  • 2d
  • mining
  • arcade
  • pixel-art
  • idle-upgrades
  • sci-fi
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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Moon Miner yet. Play it, then tell the creator what you would add next.

Make your own game

Moon Miner was built 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 Moon Miner 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 Moon Miner

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 browser-playable 2D side-view mining game titled "Moon Miner". Use a full-screen, responsive canvas with a pixel-art-inspired sci-fi/arcade presentation. The camera looks at a vertical slice of a moon-mining site: the upper ~40% is a dark blue starry night sky with a large pale yellow moon toward the upper-right, while the lower area is underground soil. A horizontal surface/grass line separates the sky from the dirt. The game world scrolls vertically as the miner digs down, keeping the player visible while deeper layers move through the camera.

Player and movement: show a small pixel-art astronaut/miner with a helmet near the center horizontal position. The player has a normalized horizontal position and can move left/right, constrained inside the world. Support keyboard A/D or Left/Right arrows, and on-screen touch buttons for left/right. Up/W or an Up touch button climbs toward the surface; Down/S or a Down touch button digs downward. Holding Space or the on-screen pickaxe/Mine button both digs and attempts to mine nearby ore. Digging is limited to about 90m depth. The player begins at the surface at x about 35%, with 
20 cash, zero ore, 25 ore capacity, depth 0m, drill power 1, climb speed 1, and moon progress 0%. Mining: populate the underground with roughly 185 randomly positioned circular glowing ore deposits distributed from about 4m to 91m deep and across most of the horizontal world. Deposits are collected when the player holds Mine and is within roughly 0.09 horizontal world units and 3.5m vertical distance of an untaken deposit; each collected deposit adds one ore, immediately awards roughly 70% of its deposit value as cash, increments total mined, and increases Moon progress. If no deposit is close, holding Mine still digs downward. Do not allow mining when the cargo hold is full. Add small colored square/rectangular particle bursts around mined deposits. Use four depth layers with distinct colors, names, and ore values: Topsoil from 0-14m in brown (#5c4033) with brown ore worth about 8 plus a random small bonus; Redstone from 14-32m in dark reddish brown (#4a2f1f), orange/red ore worth about 15 plus bonus; Crystal Belt from 32-55m in dark blue-purple (#2c2f4a), cyan ore worth about 28 plus bonus; and Lunar Core from 55-92m in very dark purple (#1f1a2e), lavender ore worth about 55 plus bonus. Render faint horizontal geological texture lines, deposit glows, and layer labels at the left edge when visible. A helmet lamp upgrade should increase deposit glow/visibility. Movement tuning should feel continuous: horizontal speed about 0.42 world units per second; downward movement while Down or Mine is held is about 2.8 + 0.9 per drill-power level depth units/sec; upward climbing is about 5.5 times climb-speed level. When not mining or actively descending, the miner slowly auto-climbs occasionally. The camera offset follows depth so the surface and underground layers scroll vertically. Draw the astronaut sprite if available, otherwise use a simple yellow helmet/body fallback, and show a pickaxe bar/effect when mining. Include a physical shop building on the surface near x=78%, with a dark door, brown body, gold roof/sign and "SHOP" label. Near it (depth under 3m and within about 0.12 horizontal units), show a bottom prompt and an OPEN SHOP button; E also opens the shop. Economy and shop: provide a dark translucent, rounded, responsive shop modal with tabs named Upgrades, Workers, and Moon Build. Include a close button, toast notifications, and a full-width SELL ALL ORE button. Selling converts all carried ore to cash at 11 cash per ore, then empties the cargo. Upgrade items: Drill Power costs
20 initially and increases power by 1; Cargo Hold costs
60 initially and adds 15 capacity; Climb Gear costs $95 and adds 0.6 climb speed; Helmet Lamp costs
10 and enables stronger ore glow. Every repeatable purchase multiplies its price by 1.58 after purchase. Worker tab: Hire Miner initially
80, Hire Hauler $410, and Foreman $650. Miners and haulers generate passive cash and mining progress; the foreman multiplies worker output. Specifically, worker rate is (miners*0.8 + haulers*1.1) * (1 + foremen*0.6), passive cash is rate*7 per second, and total mined increases by rate*0.6/sec. While the player is near the surface, workers also occasionally auto-collect an untaken deposit deeper than 6m if cargo is not full. Show simple worker sprites underground when hired. Moon Build tab: offer one-time purchases (disable the button after purchase) for Rocket Stage 1 at $520, Rocket Stage 2 at $890, and Launch Pad at
350. Draw a small rocket-pad construction indicator on the surface around x=22%, with separate blocks for purchased pieces and a purple rocket symbol. The Launch to the Moon button only succeeds after all three construction items are bought and Moon progress is at least 85%; otherwise show a toast such as "Finish the rocket first!" or "Need more moon progress (sell rare ore)!". On success set Moon progress to 100%, mark the game as launched, show a celebratory "YOU REACHED THE MOON! Congratulations!" toast, and close the modal. HUD: place a dark translucent rounded bar with a thin blue border across the top, showing a pickaxe icon and gold "MOON MINER" title on the left. On the right show live stats: "Cash $...", "Ore current/capacity", "Depth ...m", and "Moon ...%". The canvas should also label SURFACE near the boundary and show the current depth at the right. Add touch controls along the lower-left (left arrow, up arrow, pickaxe, down arrow, right arrow), suitable for mobile. Use dark navy UI panels, gold highlights, purple launch controls, green purchase buttons, and soft shadows. Keep the visual style clean pixel-art/low-resolution with glowing ore circles, layered geology, stars, moonlight, and no invented enemies, combat, health, weapons, or additional win conditions beyond building the rocket and reaching the required moon progress.

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