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Odd Jobs Town

  • 2d
  • casual
  • arcade
  • cute
  • job-sim
  • top-down
  • mobile
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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. Dane Saffin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Odd Jobs Town yet. Play it, then tell Dane Saffin what you would add next.

Make your own game

Odd Jobs Town was built by Dane Saffin 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 Odd Jobs Town 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 Odd Jobs Town

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 2D browser game titled "Odd Jobs Town" using a full-screen canvas with a fixed HUD overlay and a soft, cute pastel illustration style. The game is a small single-screen town hub with two playable odd jobs and a snack shop.

Overall presentation: Use a clean, flat canvas rendering style with thick rounded outlines, large rounded UI panels, warm cream/pink/lavender accents, and friendly system-style bold typography. The background is a pale blue sky with large peach circular sun/cloud shapes, a pale green grass lower half, a central tan vertical path, and repeated simple trees made from green circular canopies and darker green rectangular trunks. Keep the camera fixed to the full viewport; resize the canvas responsively to the browser window. The game should work with keyboard, mouse/touch buttons, and mobile pointer input.

Town hub: Start in a scene labeled "Town". Draw an upper-left cream title card with a pale pink outline reading "ODD JOBS" and "TOWN" on two lines. Draw an upper-right wooden-framed job board: brown rounded outer frame, cream inset, text "JOB BOARD" and "tiny jobs, big courage". Draw a purple rounded Snack Shop sign on the lower-left reading "SNACK SHOP" and "warm treats inside". Put the player near the center/lower portion of the path: a tiny white, round bunny-like character with two tall ears, dark outline, dot eyes, and a small smiling mouth. Put a smaller blue-and-white round companion nearby, and show the message "Hachiware is cheering you on!". At the bottom, show "Check the board and pick a small job." The fixed HUD has a rounded pill at top-left showing the current label, initially Town, and a rounded pill at top-right showing coin count and courage, initially "🪙 0   ♡ 5". Bottom action buttons in the hub are: "🌱 Weeding", "👻 Subjugation", and "🍡 Shop". A translucent circular four-direction touch pad with up/down/left/right arrows sits at lower-left.

Player and progression: Track coins (start 0) and courage (start 5, clamp between 0 and 5). Track the current scene, selected job, remaining time, and job score. Move the player with Arrow keys or WASD, or the on-screen directional pad. Normalize diagonal movement, use roughly 230 pixels per second, and constrain the player to the play area (x 40..viewport width-40, y 40% of viewport height..viewport height-90). The player action is SPACE or E on keyboard, or the on-screen ACTION button. Display short toast messages for job instructions and actions.

Weeding job: Selecting Weeding switches to a job scene, starts a 45-second timer, resets score to zero, and spawns 12 small weeds at random positions in the central playable field. Keep the same town-like backdrop but overlay a tan work-field rectangle from about 12% to 88% viewport width and 40% to 86% viewport height. Each weed is a simple green sprout with two stems/leaves. The player can pull a weed when within 70 pixels and pressing ACTION; remove it, add 2 points, and show a brief "plop! weed pulled" toast. At the top center display "Time Ns" and "Weeds left: N". End the job when all weeds are removed or the timer reaches zero. On completion award score + 10 coins, increase courage by 1 up to 5, show the earned amount, and return to Town.

Subjugation job: Selecting Subjugation switches to a job scene, starts a 60-second timer, resets score, and spawns 4 spooky-cute purple circular monsters at random positions in the playable field. Each monster has a dark outline, a tiny face, and a small health bar above it; each begins with hp 2. Monsters drift slowly with independent x/y directions and bounce within the field. If a monster gets within 38 pixels of the player, continuously reduce courage at about 0.7 per second and give a subtle screen-shake effect. The player can press ACTION within 85 pixels of a monster to hit it: reduce hp by 1 and award 3 points, showing "bonk!" while it remains alive or "poof!" when cleared. Remove defeated monsters. Display "Time Ns" and "Courage grows when you succeed" at the top center. End when all monsters are defeated or time expires; award score + 18 coins, increase courage by 1 up to 5, show the earned amount, and return to Town. The player character should have a worried/scared variant with small sweat marks when courage is below 2.

Shop: Clicking the Town Snack Shop button toggles a modal overlay: dim the whole scene, show a centered cream rounded panel with a pink outline, title "Snack Shop", text "🍡 Courage Candy", "+2 courage · 5 coins", and "Tap Buy snack below". Add a "Buy snack (5🪙)" action button while the shop is open. If the player has at least 5 coins, subtract 5 and add 2 courage clamped to 5, with a "Sweet! Courage restored." toast. Otherwise show "Not enough coins yet." The shop can be closed by toggling its button; switching to a job closes it.

HUD and navigation: During jobs replace the hub buttons with "SPACE / ACTION" and "↩ Town". The Town button immediately returns to the hub and clears the active job. Keep the top status pills visible at all times. Use rounded cream buttons with pinkish drop shadows and a translucent cream/pink touch pad, matching the supplied visual style. Do not add unrelated mechanics, enemies, inventory, levels, dialogue systems, or extra screens; the core loop is choose a small job, move and act near targets under a timer, earn coins/courage, and return to town.

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