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Pocket Empire

  • idle
  • tycoon
  • incremental
  • business
  • dashboard
  • responsive
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Michel Clauwaert built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pocket Empire yet. Play it, then tell Michel Clauwaert what you would add next.

Make your own game

Pocket Empire was built by Michel Clauwaert 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 Empire 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 Pocket Empire

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.

Recreate “Pocket Empire” as a polished, responsive single-page idle business/tycoon game. It is a 2D dashboard UI rather than a world or character-controlled scene. Use a dark near-black navy background (#10131a), centered max-width desktop shell (about 1100px), rounded dark cards with subtle borders and shadows, bright mint-green accents for earnings and primary actions, gold level labels, and blue-to-green progress bars. Use a clean modern system sans-serif font.

At the top, show a header with a small rounded square gradient brand mark (green/blue) containing an upward-right arrow, the title “Pocket Empire,” subtitle “Build income that keeps working without you,” and a pill on the right indicating save status (“Auto-saved” initially and “Saved just now” after saving).

Below, make a two-column hero area on desktop. The large left “Available capital” card shows the current cash in oversized bold currency text, a green “+$X / sec” income line, and a prominent mint-green “Collect earnings” button. Add a soft blurred green circular glow in the card’s upper-right background. The right card is a 2x2 stats grid with “Empire value,” “Managers,” “Away earnings,” and “Play time.” Format money compactly: values under 
,000 as whole dollars, thousands as $X.XXK, and millions as $X.XXM; play time should use seconds below one minute, minutes below one hour, and hours plus minutes thereafter. Under the hero, show the section heading “Your businesses” and the helper text “Upgrade the best earners first.” Render three business cards in a three-column desktop grid (single-column on narrow screens): 1. Lemonade Stand, lemon emoji icon, description “Small but dependable neighborhood cashflow.”, base cost
5, base income
.20/sec, growth multiplier 1.16, initially level 1. Its first visible upgrade should cost
8 (because the cost is baseCost multiplied by growth to the current level), and it generates
/sec at level 1. 2. Courier Fleet, scooter emoji icon, description “Turn local deliveries into a daily machine.”, base cost
20, base income
0/sec, growth multiplier 1.18, initially level 0. It is locked until the empire has 3 total managers/levels; while locked display “Reach 3 managers,” a partially filled unlock progress bar, and a disabled “Locked” button. 3. Creator Studio, controls/sliders emoji icon, description “High-margin ideas that scale while you sleep.”, base cost
,600, base income $72/sec, growth multiplier 1.20, initially level 0. It is locked until 10 total managers; while locked display “Reach 10 managers,” progress toward that threshold, and a disabled “Locked” button. Each business card has its icon in a rounded dark square, a gold “LVL N” label, title and description, an Income row with the current level’s income (use at least one base-income unit even at level 0 for the displayed preview), a horizontal dark track with a blue-to-mint fill, and a full-width blue button reading “Upgrade for $X” when available. Upgrade costs are baseCost * growth^currentLevel. A purchase is allowed only when the manager requirement is met and cash is sufficient. On purchase, subtract the cost, add it to total spent, increase the business level, add an activity entry such as “Lemonade Stand upgraded to level 2.”, show a temporary toast such as “Lemonade Stand upgraded,” save, and rerender. Total managers equals the sum of all business levels. Implement the idle economy precisely: initialize a new empire with $75 cash, zero total earned/spent and away earnings, current start/last-seen timestamps, level 1 Lemonade Stand and level 0 for the others, and an activity entry “Empire founded. Your first stand is ready.” Every active business generates baseIncome * level continuously each second while the page is open; update it with requestAnimationFrame, cap per-frame delta at 0.033 seconds, add earnings to cash and total earned, and autosave about every 3 seconds. The “Collect earnings” button grants an additional five seconds of current income immediately, adds it to cash and total earned, logs “Collected $X from your active businesses.”, shows a “Collected $X” toast, saves, and rerenders. Empire value is cash + total spent + 8% of total earned. Persist the complete state in localStorage under a stable save key. On load, calculate time since lastSeen, cap offline time at 7 days, and grant incomePerSecond * awaySeconds to cash, total earned, and away earnings; if meaningful, prepend a log like “Welcome back — collected $X from 3m away.” Then update lastSeen. Keep up to eight activity messages. Provide a “Reset this empire” text button; confirm before clearing storage, then restore the initial state, save, rerender, and show “New empire started.” Use a responsive layout: desktop hero and lower activity/tip areas are two columns, businesses are three columns; below roughly 760px stack hero, businesses, and bottom sections vertically with reduced padding. At the bottom, show an “Activity” card containing the recent log list and reset control, alongside a “Tycoon tip” card containing exactly the idea that businesses generate money every second even while the tab is closed and offline earnings are calculated on return. Use subtle hover/active states, disabled button opacity, and a fixed bottom-center rounded toast notification for actions. Ensure the entire page is scrollable on mobile, with clear touch-sized buttons, and no invented gameplay beyond this dashboard economy.

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