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Planet Sprout

  • 2d
  • idle
  • incremental
  • clicker
  • pixel-art
  • space
  • casual
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 Planet Sprout yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Planet Sprout 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 Planet Sprout 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 Planet Sprout

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 2D idle/incremental clicker called “Planet Sprout,” rendered in a canvas with crisp pixel-art styling. The game takes place in deep navy space: use a nearly black-to-blue vertical background gradient, many tiny twinkling square stars, and a small pale-yellow pixel constellation/accent near the upper center. Use a fixed design layout that scales to the browser: landscape is 960x540 with the planet view on the left and a producer panel on the right; portrait is 390x760, with a compact two-column HUD at the top, planet area below it, and compact producer rows underneath. Keep all text and UI pixel/monospace styled, with dark blue panels, indigo borders, gold buttons, pale cream headings, and bright green progress indicators.

Core loop: resources/currency accumulate automatically over time from producers, and the player can pointer/touch-click the planet for a small manual boost. Start with 11,900 currency, 0 growth points, Grass at level 1, and Tree, Cloud, and R2-Idle at level 0. Each producer continuously adds both its own resource meter and currency according to its current rate. Producer rate is level × base output × (1 + growth points × 0.012). The four producer rows are:
- Grass 🌱, green, base cost 45, output 1.1/sec, description “soft soil and green sprouts”;
- Tree 🌳, dark green, base cost 160, output 4.2/sec, “roots that hold the crust”;
- Cloud ☁, light blue, base cost 520, output 13.5/sec, “rain, rivers, tiny weather”;
- R2-Idle, a square robot icon, lavender, base cost 1800, output 52/sec, “a tireless growth robot.”

Show a PRODUCERS panel with the total currency rate per second, and for every row show its icon, name, level, current /sec output, a colored resource meter, and an UP button. Upgrade cost is floor(base cost × 1.38^level). If the player can afford it, clicking the button subtracts the cost, increases that producer’s level, and adds 1 + floor(level/5) growth points. Disabled buttons should be visibly gray and labeled with their cost. The panel has a button labeled “OPEN FEATURE GRID (U)” in landscape or “FEATURE GRID” in portrait.

The main planet area is titled “SPROUT WORLD” and instructs “tap the planet for a small boost.” Center a chunky pixelated circular planet that gently bobs and pulses briefly when clicked. Clicking within the planet adds 8 + growth points × 0.4 currency and adds 3 to Grass’s resource meter. Construct the planet from blocky horizontal strips rather than smooth vector circles. It begins as a dark blue/blue-gray world with green shell patches, then visibly expands and decorates as total producer levels and growth points rise. Add a molten orange/red center layer whose radius grows at higher progression, a gray-brown rock ring that appears and expands later, and increasingly numerous green grass patches on the outer surface. Use a dark pixel outline/highlights and a couple of translucent white highlight blocks. Its size should grow gradually from progression but remain within the planet view. Beneath it, show a green “planet layer growth” progress bar.

Implement an unlockable feature grid popup opened by the panel button or U key and closed by Escape or an X button. Dim the entire game behind the popup. In landscape use a centered dark popup about 664x392 with four columns; in portrait use a near-full-width popup about 358x640 with two columns. Header: “UNLOCKABLE FEATURES” and “tiles add growth points.” Provide eight tiles, each with a colored pixel icon, name, points, cost, and UNLOCK button: Moss (▒, cost 250, +3), Flowers (✿, 700, +8), Worms (≈, 1400, +14), Tools (⚒, 2800, +24), Birds (⌁, 5200, +38), Animals (◆, 9200, +58), Geo Lab (⌬, 15500, +90), and Tiny Moon (●, 26000, +140). An affordable locked tile has a gold border and active button; an unaffordable tile is visibly locked/gray. Unlocking subtracts currency, marks it UNLOCKED, and adds its points to growth points. Unlocked features should also appear as tiny outlined pixel markers orbiting around the planet.

Landscape HUD: top-left dark status box showing a star/currency value and “Growth … pts”; top-right box showing “TIME mm:ss.” Portrait HUD: a two-column compact status box showing currency/rate on the left and TIME/growth on the right. Show elapsed play time continuously. Support pointer/touch controls for all buttons and the planet, U to toggle the feature popup, and Escape to close it. Preserve the responsive portrait/landscape composition, dark cosmic atmosphere, chunky rectangular pixels, and incremental visual transformation of the small planet as the central goal.

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