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Arcade › Second Spring
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Remix Second Spring 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.
Recreate a minimalist 2D pixel-art farming/life-sim called “Second Spring” as a single-screen, mouse/touch-clickable canvas game. Use a fixed 960×640 design coordinate system, scale it proportionally to the browser window, and show black letterboxing around the centered game when the viewport is taller or wider. Use crisp, non-antialiased rectangular pixel art, a muted cozy palette, dark navy UI panels, thin tan/gold panel borders, and monospace text. World and camera: Use a static top-down/flat overhead scene rather than scrolling. The playfield has a seasonal checkerboard background covering the screen: Summer uses pale lime greens with alternating 32px squares, Winter uses light blue squares, and Rainy uses teal/green squares. A dark ground/UI strip occupies the bottom of the world. At the top, draw a 960×72 dark navy HUD panel with a tan top border. In it show the title “SECOND SPRING”, current day/week/month, season and weather (“CLEAR” or “RAIN”), coins, hunger and energy bars, and meal count. The default initial values are Day 1, Week 1/7, Month 1, Summer, CLEAR, 80 coins, hunger 72, energy 92, and 2 meals. Main scene: Place the farm on the left at approximately x=72,y=135, size 410×300. It is a brown framed panel labeled “YOUR FARM” and “6 x 4 garden plots”, with 24 dark soil squares arranged in 6 columns by 4 rows. Each plot is about 40×40 with roughly 7px spacing. Place the player inside the farm area by default at about x=230,y=270. Render the player as a tiny blocky person: blue 20×22 body, peach 16×13 head, orange-brown hair/hat strip, and dark legs. Place a small home near the farm around x=355,y=250, 92×76, with a reddish wall, dark mauve roof, door, window, and “HOME” label. On the right, place a blue-gray framed town/market building around x=610,y=130, 260×300, with a pale green interior, orange storefront and maroon doorway, labeled “MOONLIT SHOP”, subtitle “buy seeds • sell crops”, and “Market square”. If a festival is active, add “FESTIVAL TODAY”. Core farming loop: Give the player five tools/actions selected from the bottom action bar: Plant, Water, Harvest, Eat, Sleep. The bottom HUD is a dark navy panel around x=12,y=520,w=936,h=108 with five buttons from left to right, each labeled “1 PLANT”, “2 WATER”, “3 HARVEST”, “4 EAT”, and “5 SLEEP”; highlight the selected tool in warm brown. Keyboard number keys 1–5 must select the corresponding tool. Clicking a farm plot applies the selected farming action. Planting an empty plot consumes one selected seed, creates a crop at stage 0, costs 3 energy, and displays a short message. Watering a planted crop marks it watered for the day and costs 2 energy. Harvesting only works when the crop is mature, adds one item to inventory, clears the plot, and costs 2 energy; otherwise show a “Not ready yet” style message. Empty or invalid actions should produce contextual message text rather than failing silently. Crops and growth: Implement three crop types exactly: Turnip (2 growth days, sells for 18 coins, seed costs 6), Tomato (3 growth days, sells for 28 coins, seed costs 10), and Moonberry (4 growth days, sells for 42 coins, seed costs 16). Start with selected seed Turnip, seed inventory Turnip 6, Tomato 1, Moonberry 0, and crop inventory Turnip 3, Tomato 0, Moonberry 0. Render growing plants as simple green pixel leaves/stems, with the mature crop shown as a colored block: off-white turnip, red tomato, or purple moonberry. The selected seed remains Turnip by default; show it in the information panel. Day progression and needs: Sleep advances the day only when the player is within about 100 pixels of the home/bed area; otherwise show “The bed is back at the little house.” On advancing a day, each planted crop grows by one stage only if it was watered, or if the previous weather was rain; then clear its watered flag. Cap growth at its crop’s required days. Reset energy to 100 and reduce hunger by 8. Randomly choose the next weather with roughly 28% probability of rain. Rain automatically waters all growing crops for that day and displays a rain message; clear weather displays a calm morning message. After day 35, wrap to day 1, increment month, cycle through six seasons where the first three are Summer, the next two Winter, and the sixth Rainy, and announce the new month. Hunger and energy are clamped between 0 and 100. Eating consumes one of the meal count, restores 32 hunger and 12 energy, and shows a warm-meal message; if no meals remain, show a shortage message. The game has no fail state. Player and controls: Support keyboard movement with WASD or arrow keys, moving the blocky player in 12px increments and clamping it roughly inside the screen (x 25–935, y 90–490). Player movement is primarily for positioning near the house to sleep; farm interaction is performed by clicking/tapping plots. Support pointer/touch input. Clicking the shop building or the “SEEDS / SHOP” bottom button opens a shop overlay. Press Escape to return to the world. Press E to eat and F to attempt the festival action. Shop overlay: Replace the town view with a dark navy panel at the town position labeled “SHOP”, showing current coins and three rows. Each row names Turnip, Tomato, or Moonberry, shows its seed price, has a green “BUY” button, and a sell area showing current crop inventory and sale price. Clicking BUY purchases one seed if affordable, otherwise shows a shopkeeper message. Clicking a sell row sells one crop if available and adds the exact crop value, otherwise shows an empty-basket message. Include a bottom instruction such as “Tap BUY or SELL rows”. Festival and information: The FESTIVAL button is highlighted when the day is divisible by 14. Clicking it on an active festival day, only once per festival, increases mood by 1, restores 20 energy, and displays “You share mooncakes, music, and stories at the festival.” On other days or after it has been used, display a quiet-square message. The INFO button opens an overlay in the town area titled “LIFE IN THE VALLEY” with these exact guidance lines: “Plant, water, harvest.”, “Eat meals to keep hunger up.”, “Sleep near home to begin a day.”, “Rain waters every growing crop.”, and “There is no fail state here.” Also show “Selected seed:” and the current crop name/color. Message/HUD behavior: Draw a dark message strip above the bottom action bar, approximately x=18,y=480,w=924,h=34, showing the current short narrative/status message for several seconds. Start with “A new life begins beneath two moons.”. Keep the visual hierarchy and labels from the reference: title and stats at top, farm and shop side by side, message strip, then the five numbered tools plus SEEDS / SHOP, FESTIVAL, and INFO buttons. Do not add combat, enemies, quests, scrolling, dialogue trees, or additional invented systems; this is a calm, open-ended farming loop centered on planting, watering, harvesting, eating, selling/buying, festivals, and sleeping into the next day.