Appearance
Arcade › Pocket Cosmos
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Myles Oda built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pocket Cosmos yet. Play it, then tell Myles Oda what you would add next.
Pocket Cosmos was built by Myles Oda 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 Pocket Cosmos 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.
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 browser-based clicker/idle game titled “Pocket Cosmos,” implemented as a single-page game with an HTML/CSS overlay and a Three.js background scene, requiring no build step. The visual presentation is a dark, nearly black starfield with many tiny dim blue/lavender stars. In the center/lower-middle of the screen, show a floating cosmic coin: a thick, flattened circular cylinder viewed from a slightly elevated perspective, with a deep purple face/body, a bright blue-violet metallic outer rim, glossy/emissive highlights, and a gentle floating, wobbling, rotating animation. The camera is a perspective camera looking toward the coin from approximately front and above; the coin slowly rotates around its vertical axis, bobs up and down, and briefly scales up slightly when clicked. Use a 3D renderer with antialiasing, soft hemisphere and directional lighting, and a rotating subtle starfield of roughly 900 small points. Overlay a clean responsive HUD in front of the scene. At the top-left, display the heading “Pocket Cosmos.” At the top-right, add a dark rounded “Reset” button. Beneath the heading, place three dark translucent/black rounded statistic cards in a row: “Stardust” with the current currency, “Per click” with the current click value, and “Per second” with passive income. Use large bright white numbers and muted light-gray labels. In the upper center, place a very large wide rounded gradient button labeled “COLLECT,” with a purple top blending to blue lower edge and a subtle border/shadow. Clicking it earns Stardust and shows a temporary floating “+amount” text that rises and fades near the button; normal gains are pale blue/white and critical gains are gold. Beneath the button, show a small centered status hint initially indicating that audio can be enabled by interaction, then change it to “Sound enabled.” after the first click or keydown. At the bottom, show a wide dark rounded panel titled “Upgrades,” containing three upgrade cards laid out in columns. Card one is “Stronger Click,” described as “+1 Stardust per click”; card two is “Auto Collector,” described as “+0.2 Stardust / sec”; card three is “Critical Boost,” described as “+2% crit chance (x5 click).” Each card displays its current “Cost” and “Owned” count, and is clickable/enabled only when affordable, with unavailable cards visually dimmed. Start the game with 0 Stardust, 1 Stardust per click, 0 Stardust per second, and zero of every upgrade. Stronger Click initially costs 10, Auto Collector 25, and Critical Boost 50. Core loop: clicking COLLECT checks for a critical hit, then adds the base per-click amount normally or five times the base amount on a critical. Stronger Click increases base click power by exactly 1 per purchase. Auto Collector increases passive production by exactly 0.2 Stardust per second per purchase, accrued continuously over time. Critical Boost increases critical-hit chance by 2 percentage points per purchase, capped at 50%; the critical multiplier remains x5. Upgrade costs scale after purchase: Stronger Click cost becomes ceil(old cost * 1.25 + 1), Auto Collector becomes ceil(old cost * 1.28 + 2), and Critical Boost becomes ceil(old cost * 1.33 + 5). Subtract the cost and increment the owned count only when the player can afford it. Currency and displayed values can grow indefinitely and should use compact formatting for thousands and above (K, M, B, T, Qa, Qi, Sx, Sp, Oc, No), with sensible decimal precision for smaller values. Add small synthesized feedback sounds using Tone.js if available: a short sine blip around C5 for collecting and a short triangle tone around E5 for buying. Browser audio is initialized after the first document click or keydown, and show the sound-enabled hint only when initialization succeeds. Rate-limit sounds so rapid clicks do not overwhelm audio. The Reset button must ask for confirmation, remove the saved game, and reload the page. Persist the game in localStorage under a save key. Autosave every four seconds and when the page becomes hidden. Save Stardust, click power, passive income, critical settings, owned upgrade counts, current costs, and a timestamp. On load, restore sane values and grant offline passive income based on elapsed time since saving, capped at eight hours. Continuously apply passive income while the page is open. Make the layout responsive so the HUD, large collect button, 3D coin, and upgrade panel remain usable on smaller screens. Keep the overall style polished, minimal, cosmic, and neon-accented, with rounded dark panels, white typography, purple/blue gradients, and no extra gameplay systems beyond the clicker economy described.