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Rise of the Frog

  • management
  • crafting
  • incremental
  • resource-management
  • sci-fi
  • educational
  • browser
0
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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. ljunglofvincent built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Rise of the Frog yet. Play it, then tell ljunglofvincent what you would add next.

Make your own game

Rise of the Frog was built by ljunglofvincent 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 Rise of the Frog 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 Rise of the Frog

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 polished single-page browser management/crafting game titled “Kardashev: Rise of the Frog” (header branding may read “Kardashev: Rise of the Frog”). It is a dark, responsive engineering/civilization progression game about a cute frog stranded on a randomized alien planet and guided by a humorous companion called Fermi. The player does not directly control a character in an action scene; the core play is clicking through an exploration, inventory, codex, workshop, assembly/testing, civilization-meter, and chat interface.

Visual direction: use a deep navy/black radial-gradient background, glassy dark-blue panels with thin blue borders, rounded corners, soft shadows, bright mint-green/cyan accent colors, gold warning colors, and occasional coral/orange biome colors. Put a frog emoji/avatar in the top-left. The top bar should show the title and subtitle “A nature documentary about an inexplicably competent aerospace engineer,” plus three live stat cards: Energy Points, current tier, and sustained output in watts. Use compact pills, status colors, emoji icons, responsive grids, and a left navigation rail; on narrow screens convert the navigation to a fixed bottom bar and hide the right chat rail.

Layout: header across the top; below it, a three-column desktop layout with left navigation, scrollable main content, and a right “🐸 Fermi is listening” chat panel. Navigation sections are Field kit (Explore, Inventory), Engineering (Codex, Workshop, Assembly & Test), and Scale (Kardashev Meter, Fermi), followed by Reset run. The Explore view is selected initially. The right rail contains recent chat bubbles, an input, and an Ask button. Fermi replies from simple grounded canned guidance about jet engines, failed tests, next builds, and engineering principles.

Initial game state: randomly choose one of five biomes: Temperate Forest (no hazard; bonuses wood, spores, water), Volcanic Marsh (Heat; coal, iron ore, slime), Crystal Caverns (Cave-ins; copper ore, titanium ore, stone), Toxic Swamp (Toxic gas; slime, spores, water), or Ice Shelf (Cold; water, iron ore, stone). Start with 0 EP, 0 W, Stone Age tier, and inventory wood 8, stone 8, water 6, alien slime 5, spores 2, iron ore 3, copper ore 2, titanium ore 0, coal 2, silica sand 2. Show an initial Fermi message and logs such as a landing report and recommendation to start with cordage and a fire kit. Save progress to browser local storage and offer a reset confirmation.

Explore view: show a hero titled “Welcome to [biome]” with a description saying the frog must turn scattered matter into reliable machines, and a tier pill. Show a large illustrated “Home planet” card naming the biome, listing its favored resources, and depicting a stylized dark planet with colored circular land/water patches and small science/resource icons. Provide “Gather a field haul” and “Scan the horizon” buttons. Gathering adds each biome bonus amount plus a random 0–2 to each favored resource and one stone, then writes a log entry. Scanning only logs the biome’s available resources and says Fermi found no shortcuts. Beneath it show Expedition notes with hazard, recommended next step, and passive output, alongside a newest-first Field log.

Inventory view: show all positive quantities in a resource card grid. Display emoji/icon, label, whether raw material or manufactured item, and quantity. Raw materials include Wood, Stone, Iron ore, Copper ore, Titanium ore, Water, Alien slime, Spores, Coal, and Silica sand; crafted items should appear as manufactured items with a gear-like fallback icon.

Codex view: show a blueprint library and a selected blueprint detail panel. Blueprints are unlocked by tier and must be learned/selected before assembly. Include these finished devices and exact principles/components/output targets: Waterwheel Generator, Tier 1, components Waterwheel Frame, Gear & Cog Set, Precision Shaft, Copper Wire Coil, target 34 W; Steam Engine, Tier 1, Boiler, Piston Assembly, Flywheel, Governor, target 72 W; Voltaic Pile, Tier 1, Copper Wire Coil, Glass, Water, target 12 W; Basic Combustion Engine, Tier 1, Engine Block, Piston Assembly, Precision Shaft, Basic Circuit Board, Kerosene Analog, target 120 W; Turbojet Engine, Tier 2, Compressor Stage, Combustion Chamber, Turbine Stage, Exhaust Nozzle, Fuel Injector, Jet Fuel, target 420 W; Turbine Generator, Tier 2, Turbine Stage, Copper Wire Coil, Precision Shaft, target 260 W; Nuclear Fission Reactor, Tier 2, Control Rod Set, Enriched Uranium Fuel Rod, Containment Vessel, Coolant Loop, Turbine Generator, target 1100 W. Each blueprint should include an educational principle description, test station pill, target wattage, component count, locked/unlocked status, and actions to select, assemble, and test. Also show later horizon chips: Tier 3 Orbital Capsule and Fusion Reactor/Tokamak, Tier 4 Dyson Swarm Collector Satellite, Tier 5 Generation Ship, and Tier 6 Galactic Energy Collector Network and Kardashev Ascension Core.

Workshop view: present unlocked manufacturing stations as cards: Workbench, Furnace/Smeltery, Machine Shop, Chemistry Lab, Electronics Bench, Assembly Bay, Test Stand, and at Tier 2 Reactor Test Chamber. List one-at-a-time recipes with the proper station, input requirements, locked tier state, and Manufacture ×1/Details actions. Implement this exact crafting chain and costs: Cordage = 2 slime; Sharpened Stick = 2 wood + 1 stone; Stone Hand Axe = 2 wood + 3 stone + 1 cordage; Fire Bow Drill = 4 wood + 1 cordage; Clay Pot = 3 stone; Charcoal = 4 wood; Iron Ingot = 3 iron ore + 1 coal; Copper Ingot = 3 copper ore + 1 coal; Titanium Ingot = 4 titanium ore + 2 coal; Glass = 3 silica sand + 1 coal; Bronze Ingot = 2 copper ingots + 1 stone; Gear & Cog Set = 2 iron ingots; Precision Shaft = 2 iron ingots; Piston Assembly = 2 iron ingots + 1 bronze; Copper Wire Coil = 2 copper ingots + 1 slime; Lead-Acid Battery = 1 copper ingot + 1 water (the source data also contains a zero-cost lead input); Basic Circuit Board = 1 copper wire + 1 glass + 1 slime; Kerosene Analog = 3 slime + 2 coal; Oxy-Hydrogen Torch = 4 water + 1 glass + 1 copper wire; Flywheel = 3 iron ingots + 1 gear; Boiler = 4 iron ingots + 1 glass; Governor = 2 gears + 1 copper wire; Waterwheel Frame = 5 wood + 2 iron ingots; Engine Block = 4 iron ingots + 1 bronze; Compressor Stage = 3 titanium ingots; Combustion Chamber = 2 titanium ingots + 2 iron ingots; Turbine Stage = 2 titanium ingots + 2 titanium ore; Exhaust Nozzle = 2 iron ingots + 1 glass; Fuel Injector = 2 copper wires + 1 circuit board; Jet Fuel = 2 Kerosene Analog + 2 slime; Enriched Uranium Fuel Rod = 3 iron ore + 1 titanium ore; Control Rod Set = 2 titanium ingots + 1 bronze; Containment Vessel = 8 iron ingots (the source data also contains a zero-cost steel input); Coolant Loop = 5 water + 2 copper wires. Consume inputs and add the manufactured item only when sufficient resources and tier are available.

Assembly & Test view: show an Assembly Bay list of unlocked finished devices and disable assembly when any component is missing. Assembly consumes one of every required component and increments assembled count. Show a Test Stand with live telemetry: measured output, efficiency, stress, and a result card. Testing an assembled device should produce randomized efficiency roughly 70–97% with quality bonuses, calculated output based on target wattage, stress based on losses, and a random pass/fail (Tier 0 devices always pass; later devices have an approximately 18% failure chance). On failure, identify a weak link and tell the player to rework it at that component’s station; on pass, say telemetry is stable, award EP based on device base EP scaled by efficiency, and log it. Use base EP values: Waterwheel 80, Steam 130, Voltaic 55, Combustion 190, Turbojet 480, Turbine Generator 320, Nuclear Reactor 1000. Below testing, show Deployed infrastructure. A passed/assembled device can be deployed; deployment turns it on and recomputes sustained power as the sum of each deployed device’s output. Show each deployed count, wattage, and a Running/Deploy control. Every 10 seconds, if power is above zero, award passive EP equal to 2% of power and log a passive grid tick.

Kardashev Meter view: explain that the scale tracks sustained deployed power rather than a trophy score. Show a colorful horizontal meter, current W, and labels 0 Pre-scale, Type I, Type II, Type III. Define tiers exactly: Tier 0 Stone Age at 0 EP, Tier 1 Early Industry at 140, Tier 2 Planetary Mastery at 900, Tier 3 Spacefaring at 5000, Tier 4 Stellar Engineering at 20000, Tier 5 Interstellar at 80000, Tier 6 Galactic Mastery at 250000. Highlight the current tier, lock future horizons, and at Tier 6 show a celebratory card “🐸 Kardashev Type III achieved” explaining that the frog commands a galaxy-scale energy network.

Use clear engineering language and playful flavor, especially lines about the frog being small while the periodic table is not. Preserve the actual progression rule: tier is derived from EP thresholds, stations/recipes/blueprints unlock by tier, power comes only from deployed assembled devices, and EP comes from tests plus passive deployed infrastructure. All interactions should update the top stats, logs, inventory, cards, and local save immediately.

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