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Arcade › Pachinko Overdrive
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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 browser game titled “Pachinko Overdrive” (the page heading can read “PACHINKO TYCOON” with the subtitle “OVERDRIVE // NEON ARCADE”). Make it a 2D canvas pachinko/idle-tycoon game with a dark futuristic neon arcade presentation. SCREEN AND PRESENTATION: Fill the viewport with a nearly black vertical gradient background, from deep indigo/purple at the top through dark violet to near-black at the bottom, with a sparse field of tiny drifting cyan/pink specks. Use a glowing cyan/blue board outline, magenta/cyan bloom, translucent dark HUD panels, uppercase letter-spaced typography, and bright neon text. The top fixed HUD has four stat cards: CREDITS showing money (starting at $0), / SEC showing passive income (starting at $0), FEVER showing a percentage (starting at 0%), and BALLS showing active balls out of the current maximum (starting at 0 / 12). Center the title near the top, and on the upper right show “SPACE / TAP DROP” and “BUY UPGRADES BELOW”. Put a left-bottom translucent panel titled “◆ CORPORATE UPGRADES” and a large bottom-right gradient button labeled “DROP BALL” with “TAP FOR A CASCADE” underneath. On small screens, keep the layout usable and hide the help text. BOARD: Place the playable board below the title and above the bottom controls, centered horizontally. Its left edge is approximately 12% of viewport width (but never too close to the edge), right edge approximately 88%, top around 16% of viewport height (at least below the header), and bottom around 82% (above the controls). Draw a glowing rectangular border around it. Inside, arrange 11 rows of 9 cyan luminous circular pegs in a regular grid, with every other row horizontally offset by half a column spacing and any pegs outside the right boundary omitted. Each peg has a small white highlight and can briefly pulse larger/brighter on collision. At the bottom inside/just below the board, create 7 adjacent payout wells. Their multipliers from left to right are x1, x2, x3, x5, x3, x2, x1. Render them as short glowing rectangular slots; the central x5 slot should be especially bright purple/magenta, while the others are dark blue/cyan. The center slot is the jackpot. CORE INPUT AND PHYSICS: Press Space, tap/click the DROP BALL button, or tap/click on the canvas to release one ball at that horizontal position; Space releases at the center. Balls spawn just above the board with a small random horizontal velocity, then fall under gravity, collide with pegs, bounce, and eventually settle when they pass below the board. Keep balls constrained by the left and right board walls with reflected velocity. Balls are glowing colored circular particles with white highlights and a short fading trail. Start with a maximum of 12 simultaneous balls. If at capacity, do not spawn another. The HUD updates active-ball count and total drops. PEG AND PAYOUT BEHAVIOR: On collision with a normal peg, increase Fever slightly and play a short synthesized arcade chime. Pegs can randomly become temporary special pegs: golden pegs award money and increase Fever more; explosive pink pegs award more money, increase Fever substantially, and kick the ball with extra velocity. Special peg types should visually use gold or hot pink, while normal pegs are cyan; after their pulse fades, return special pegs to normal. On reaching a well, determine the well from the ball’s horizontal location. Award a base amount based on the well multiplier, with the center jackpot receiving an additional 2x payout. Money Boost upgrades further multiply payouts. Increase Fever on every settlement, with a larger increase for the jackpot. Show a bright centered toast such as “JACKPOT x5” on a jackpot, and show “FEVER MODE” when fever activates. Use simple Tone.js/Web Audio-style synthesized notes if available, initialized after the user first interacts. FEVER: Fever naturally drains slowly while inactive and rises from peg hits and payouts. When Fever reaches 100%, immediately activate Fever Mode: set a timed fever state, show the “FEVER MODE” toast, tint the whole screen with a subtle pulsing magenta overlay, change the board border to hot pink, and automatically release a rapid cascade of additional balls at random board positions, up to the available capacity (up to 22 attempts, spaced about 55 ms apart). During Fever Mode, payouts are multiplied by 4 and passive income is tripled. Fever drains faster during the mode; when it ends, return to normal visuals and rates. The Fever Meter Retain upgrade makes the mode last longer and slows its drain. IDLE ECONOMY: Passive Cash Flow levels generate income continuously. Level 0 generates no income; each level increases income according to a scaling formula and the current Fever Mode multiplier. Credits can be spent on upgrades, and all upgrade costs scale upward after each purchase by multiplying the base cost by approximately 1.72 per current level and flooring the result. Disable upgrade buttons when the player cannot afford them. Display all money as a dollar sign with whole-number formatting. UPGRADE SHOP: Include seven clickable upgrade rows with these labels, descriptions, starting prices, and effects: 1. “Money Boost” — “High-payout slots pay more” — starts at $50; increases the payout multiplier from wells and special pegs. 2. “Passive Cash Flow” — “Automated income ticker” — starts at00; adds passive credits per second. 3. “Luck Increase” — “Golden & explosive peg chance” — starts at25; increases the probability that pegs become golden or explosive. 4. “Balls Dropped” — “Max simultaneous balls” — starts at50; increases maximum simultaneous balls by 5 per level. 5. “Peg Bounciness” — “More horizontal chaos” — starts at60; extends Fever Mode duration and improves fever retention. Show each current level (starting at Lv 0) and dynamically update its price. Buying should deduct credits, increment the level, briefly show an “UPGRADE // [name]” toast, and play a confirmation chime. Use pointer/touch-friendly controls, prevent page scrolling, and make all animation run continuously with a requestAnimationFrame loop. The finished experience should feel like an automated neon pachinko machine combined with a lightweight upgrade-driven idle game, with the visible rules communicated by the Credits, / Sec, Fever, Balls HUD, glowing wells, upgrade descriptions, and jackpot/fever effects.75; makes collisions more energetic and horizontally chaotic. 6. “Magnetize Wells” — “Pulls balls toward jackpots” — starts at20; while balls are near the bottom, gently pulls them toward the center jackpot well. 7. “Fever Meter Retain” — “Fever lasts longer” — starts atMore free browser games