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Ore Drop

  • 2d
  • idle
  • merge
  • mining
  • arcade
  • mobile
  • pixel
0
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5 plays

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 Ore Drop yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Ore Drop 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 Ore Drop 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 Ore Drop

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 portrait-friendly 2D canvas game titled "Ore Drop": a bright arcade idle mining and tool-merging game on a purple vertical gradient background with sparse square sparkles. Use a single full-screen, non-scrolling canvas and responsive layout that compacts on narrow/short screens.

Core gameplay: show a centered vertical mine shaft made of a 6-column wall of square blocks extending far downward (about 42 rows). The top row is green grass; below are brown dirt blocks, with occasional gray stone rows and cyan or red ore-bearing dirt blocks. Blocks have dark grid outlines, light top highlights, dark bottom shading, colored ore flecks, and small HP bars once damaged. Start around Stage 14 with a coin total around 5.98K, level 7, and a partially filled experience bar. Generate block HP based on stage and depth, with ore becoming more likely deeper underground.

The player owns an 8-slot tool inventory along the bottom. Initialize it with two tier-1 twig picks, two tier-2 copper picks, and one tier-3 iron sword, with other slots empty. Draw tools as stylized large icons: brown-handled picks, silver swords, and later distinct high-tier silhouettes/colors. Provide eight collection slots across the top showing unlocked tiers as tool icons and locked tiers as question marks. Unlock collection tiers as the player reaches them.

Tool tiers and economy: define eight tiers: Twig Pick (power 18, cost 45), Copper Pick (32, cost 110), Iron Sword (58, cost 280), Gold Pick (105, cost 720), Ruby Sword (190, cost 1800), Crystal Drill (340, cost 4600), Mythic Hammer (640, cost 12000), and Star Splitter (1250, cost 30000). The green BUY button purchases a tier-1 tool for 45 coins in the first free inventory slot; show an inventory-full or insufficient-coins message when appropriate. Drag a tool between inventory slots: matching tiers merge into the next tier and fill the destination while clearing the source; nonmatching tools swap. Merging advances XP and can level up. The purple SELL button sells the lowest-tier inventory item for 55% of its listed cost. The pink DROP button releases the strongest inventory tool; Space or D also drops it, B buys, and M manually merges one pair.

Drop physics: when DROP is pressed, remove the strongest inventory tool and launch its icon from the top of the shaft. Represent it as a circular collision body with a tier-scaled radius, falling under gravity, horizontal velocity, rotation, and spin. It bounces against shaft walls and collides circle-vs-rectangle with living blocks. Each impact damages the block based on tool power and speed, creates shake, screen shake, sound effects, floating gold numbers, and scattered square rubble. Destroyed blocks give extra coins and disappear; impacts cause splash damage and may crack/destroy nearby blocks. Track the camera vertically on the falling tool, then restore it after the run. End the drop when the tool falls below the view, loses too much damage, or exceeds its bounce limit; then increase stage, refill/regenerate a new shaft, and grant stage progress.

HUD: top-center a rounded translucent pill reading "Stage 14"; top-right a dark rounded coin pill with a gold outline and coin icon/count. Below, the tier collection bar. On the right side stack four rounded translucent controls: "x2 BOOST", "AUTO MERGE", "FREE AD", and "IDLE MODE". x2 activates a timed 25-second double-coin multiplier. AUTO MERGE toggles periodic automatic merging. FREE AD grants a free tool at up to the current best tier (or 500 coins if inventory is full). IDLE MODE toggles automation, automatically enables auto-merge, buys tier-1 tools periodically, merges them, periodically drops the best tool, and earns/damages mining progress once per second; show an "IDLE +N/s" cyan pill while active.

At the bottom show the eight dark rounded inventory cells, tool icons, and T1/T2/T3-style tier labels. Below or alongside them show three large rounded buttons: green "BUY 45", pink "DROP", and purple "SELL". Show a cyan level/SP progress bar near the bottom with centered "Lv 7 / SP" text. Ensure all HUD elements remain within the viewport on mobile by using a 4-by-2 compact inventory grid and smaller controls when width is under about 500px or height is short.

Art direction: colorful soft-glow mobile-game UI over a deep purple gradient, translucent glass-like panels with white borders, saturated green/pink/purple buttons, bold white system text, and chunky pixel/voxel block rendering. Add subtle shadows and highlights to tools and panels. Include responsive screen shake on impacts, floating coin/merge/stage text, debris particles, and simple procedural synth background music plus impact/break sounds after the first user interaction. Keep all gameplay and rendering in the canvas, with pointer/touch dragging and tapping supported.

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