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Arcade › Origin of Evolution, Microscopic Life
You guide a single-celled organism through primordial oceans, consuming nutrients to grow and evolve into more complex lifeforms while avoiding predators and environmental hazards.
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Create a mobile-first single-page idle evolution game titled “Origin of Evolution, Microscopic Life” (Chinese UI can be used, with the title 进化起源 and subtitle 小胞的慢慢长大). The player guides a cute single-celled character named 小胞 through a gentle, pastel primordial-ocean world. The primary experience is a slow, friendly idle-growth loop rather than a conventional platformer: the organism starts at 0 g with a displayed passive production rate, grows over time, and progresses through a sequence of increasingly complex biological forms. Show a large resource/growth header with the current biomass in grams, grams-per-second, a countdown or remaining-time indicator, and a rounded day badge such as 第1天. Under it, show a progress strip of evolution stages with the current stage highlighted and later stages dimmed/locked. Include a prominent current milestone/tutorial card such as “第一口呼吸,” explaining that the tiny organism has begun to breathe, and a percentage progress bar for “下一次进化,” with text stating how much biomass is still required. Add small achievement/task cards below the bar and a large “成长图鉴” (growth codex) section with tabs/counters for companions, evolution forms, substrate/bases, and memories; show available organism count and multipliers (for example x1, x10, maximum). The interface should communicate that the game can continue producing growth while idle, and persist progress locally. Build the main screen as a wide desktop layout that collapses to a tall, narrow phone layout like the reference: a translucent white glass panel over a very pale aqua/blue background, rounded 24–32px corners, soft shadows, tiny white particle dots, cloudy gradients, airy spacing, muted blue-gray text, and pastel accents (mint, peach, rose, gold, lilac). Use Chinese labels throughout if possible. The top bar contains a small smiling blob logo with a leaf, the brand name 进化起源, subtitle 原生质球, a stage chip with an emoji and current stage name, and circular icon buttons for social/companions, guide/codex, document, sound, help, lighting/theme, and other utilities. Include sound toggle, settings/help/theme controls, save/status/version text, and local save-slot behavior if implementing persistence. The main “world” panel is an illustrated isometric-ish side-view seaside settlement called 潮池庭院 (Tide Pool Courtyard), with a bright shallow ocean horizon, soft sky, sand and shallow pools, tiny bubbles/motes, reeds/plants, palm-like vegetation, rocks, paths, a bench, sign and small pastel buildings. Place the player as a small round pale-blue/white anime-style blob with large shiny eyes, blush, a tiny mouth, soft hair/leaf details and a translucent bubble-like protective outline near the bottom-center of the scene. The map is interactive: the character can be moved by clicking/tapping a destination or using keyboard controls/joystick, walks only within a ground region, and has a floating interaction prompt when near a building or prop. Include clickable friendly facilities such as 小线’s mitochondria workshop and 叶叶’s chloroplast greenhouse, plus small decorative interactables (pond, reeds, sign, shells, lamps, benches, fountain, mailbox, flower cart, etc.) that open a compact conversational card with a name, description, and a gentle response. A central home/base building is labeled 小胞的家. On the right edge of the map, show a glowing dark purple/orange oval portal/gate labeled 秘境 with a hint such as 裂隙在低语; clicking it opens the separate combat mode. The world has multiple unlockable map scenes connected by gates, in this order: 潮池庭院, 珊瑚集市, 风铃树屋, 心房, 星海回廊, and 梦之尽头. Unlock them through later evolution stages and show locked scenes with an explicit stage requirement. Each scene changes the pastel environment, name, decorative structures and friendly inhabitants, while retaining the same walking/talking structure. Implement the optional “裂隙秘境 / RIFT HUNT” mode as a full-screen dark overlay opened from the portal or a top-bar rift icon. It is a separate small action game layered on top of the idle base. Use a dark indigo/black cosmic arena inside a rounded shell with purple, ember-orange and cream glows, drifting star/dust particles, a header with “离开秘境,” the title 裂隙秘境/RIFT HUNT, and a persistent ◆ 裂隙结晶 wallet. The entry menu explains that 小胞 automatically attacks while the player handles movement, dodging, dashes and a special attack. Display persistent run statistics for highest floor, cumulative kills, and clears, and a set of permanent training upgrades purchasable with crystals, including claw/attack, shell/health, and boots/speed-style upgrades with level bars and costs. Start a run with a button such as 踏入裂隙. During a run, show a HUD with 小胞 HP and a health bar/text, current floor (starting at 第1层), wave such as 战斗 1/3, combo/连斩 count, and a bottom rage meter for 裂空 with percentage. The arena contains the same cute blob hero and procedurally placed hostile microscopic creatures. The code-supported enemy types are crawler, charger, and from floor 2 onward spitter; spawn increasing enemy counts by floor/wave, with three waves per floor. The player character automatically attacks nearby enemies, while the player controls positioning using WASD or arrow keys, a click/tap destination in the arena, or a touch virtual joystick. Support K or a touch button for 闪避/dash with temporary invulnerability and E (also R) or a touch button for 裂空 once the rage meter is ready. Include hit, attack, ranged-shot, damage, dash, screen-shake and defeat effects, but keep the visual style readable and cute rather than gory. Enemies damage the HP bar; kills raise combo and grant crystals. After a wave/floor, show a boon choice screen with several selectable temporary upgrades before continuing deeper. If the player retreats, dies, or finishes, show a result panel with reached floor, kills, earned crystals, and buttons to retry or return to base. Crystal rewards and permanent upgrade levels persist between runs. Keep the tone calm, whimsical and encouraging despite the evolution and combat themes: use rounded cards, soft micro-animations (floating logo, blinking eyes, drifting clouds/motes, portal pulse, tiny growth particles), friendly dialogue, and no realistic violence. The core goal is to accumulate biomass, complete milestones, unlock the next biological form and new map regions, while optionally entering the rift for an active combat challenge and permanent crystal upgrades. Make all interactions work on both touch/mobile and desktop keyboard/mouse, preserve the tall scrolling codex layout on narrow screens, and avoid inventing unrelated systems such as weapons, multiplayer, or a conventional side-scrolling platform level.