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Arcade › Stick Tap

Stick Tap

  • 3d
  • idle-clicker
  • arcade
  • casual
  • mobile
  • incremental
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. bennett.badolato40 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stick Tap yet. Play it, then tell bennett.badolato40 what you would add next.

Make your own game

Stick Tap was built by bennett.badolato40 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 Stick Tap 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 Stick Tap

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 mobile-friendly 3D idle clicker game titled “Stick Tap.” The scene is a dark, nearly black/navy space-like environment with subtle fog and scattered white stars. Use a fixed third-person/front perspective camera looking at a simple 3D stick figure centered in the scene. The figure is built from basic shapes: a pale spherical head with two dark eyes and a small curved mouth, a capsule-like vertical body, two angled capsule arms, and two angled legs. It stands over a large glowing blue-purple torus ring on a flat dark blue circular floor. The character gently bobs and slowly rotates side-to-side. On every tap, briefly squash the character vertically, widen it slightly, move the arms as a bonk reaction, and show a glowing sphere pulse around its torso. Display floating gain text near the tap location: normal gains are pale yellow and read “+value”; critical gains are pink and read “CRIT value.”

Implement an incremental clicker loop. Start with score 0, per-tap power 1, and auto taps per second 0. Clicking/tapping the stick figure earns score; also provide a large yellow rounded “TAP” button centered along the bottom, and pressing Space triggers the same manual tap. Manual taps use per-tap power plus a manual bonus; automatic taps use only per-tap power. Each tap has a starting 5% critical chance and critical gains use a starting 3x multiplier. Show a brief status message such as “Tap the stick man to earn points,” “Nice tap. Keep going,” “Critical bonk!,” or “Your helper taps for you.” Update the score immediately.

Place a translucent dark rounded HUD panel across the top with three columns: “SCORE” in uppercase small gray text and a prominent yellow score value, “PER TAP” with the current value, and “AUTO / SEC” with the current passive rate. Below it, show a rounded status/message panel. Numbers under 1000 display normally; larger values use one-decimal suffixes k, m, b, and t.

Add a collapsible shop panel/dock over the lower-middle/right portion of the scene, initially open. It is a dark translucent rounded panel with a “Shop” heading and tabs labeled “Upgrades” and “Skins”; the Upgrades tab is selected initially. Include a side/bottom shop toggle button labeled “Shop” with a left arrow when open and right arrow when closed. The shop must work on touch/pointer input without interfering with the 3D tap target.

The Upgrades tab is a vertically scrollable list of rounded blue-gradient buttons, each showing the upgrade name at left and its current cost at right. Purchases spend score and increase the relevant stat; disable buttons when unaffordable. Include these upgrades with escalating repeatable costs and effects: Stronger Arms (starts cost 10, +1 per tap, cost increases by 12 each level); Tiny Helper (25, +1 auto/sec, +18 cost); Lucky Bonk (40, +5 percentage points crit chance, capped at 50%, +28 cost); Mega Bonk (90, +1 critical multiplier, +75 cost); Golden Touch (130, +0.25 value multiplier, +95 cost); Speed Gloves (170, +1 manual bonus, +120 cost). Include the later progression: Titan Grip (1000, +10 per tap), Clone Factory (1400, +5 auto/sec), Fortune Engine (1800, +0.5 value multiplier), Storm Luck (2200, +0.08 crit chance capped at 90%), Overdrive Core (3000, +2 crit multiplier, +2 manual bonus, +2 auto/sec), Tap Empire (2000, +15 per tap and +3 auto/sec), Prism Pulse (2600, +0.75 value multiplier and +1 crit multiplier), Nova Heart (4000, +25 per tap, +8 auto/sec, +0.1 crit chance, +2 crit multiplier), and Infinity Reactor (5000, +40 per tap, +12 auto/sec, +1 value multiplier, +3 manual bonus, +3 crit multiplier, +0.12 crit chance). Continue the endgame list with Moon Vault at 25,000, Sun Forge at 50,000, Cosmic Crown at 100,000, Void Dynasty at 250,000, Omni Burst at 500,000, Million Miracle at 1,000,000, Stellar Vault at 10,000,000, Galaxy Forge at 100,000,000, Black Hole Throne at 1,000,000,000, Time Breaker at 10,000,000,000, Reality Engine at 100,000,000,000, and Trillion Crown at 1,000,000,000,000. These are repeatable, with later costs increasing by roughly 30–50% of their base cost per purchase, and should dramatically increase tap, auto, manual, value, critical chance, or critical multiplier in the same escalating style.

The Skins tab should contain separate purchasable/equipable cosmetic sections. Skins: Classic free and initially owned, Gold Hero cost 150, Shadow 300, Candy Pop 600, Galaxy Rare 1200, and Inferno Mythic 2500. Skins recolor the figure, tap glow, and floor ring: Classic pale/blue, Gold yellow, Shadow gray-purple, Candy pink, Galaxy blue-purple, Inferno orange-red. Galaxy Rare should continuously cycle hues while equipped; Inferno Mythic should pulse between fiery orange/red tones. Add Hats: No Hat free/owned, Blue Cap cost 180, Star Crown cost 900. The cap is a blue brim/top, and the crown is a gold band with spikes that slowly rotates when equipped. Add Accessories: No Accessory free/owned, Shades cost 220 (dark rectangular lenses), and Lucky Chain cost 750 (gold neck ring that gently moves). Purchased items become owned and can be equipped again without paying; clearly label buttons as Cost, Owned, or Equipped.

Use a polished arcade/casual visual style: dark navy glassmorphism HUD panels with thin borders, bright blue/purple environmental glow, yellow primary tap button, clean bold sans-serif labels, and strong touch targets. The character, ring, stars, and lighting should be rendered with simple Three.js geometry, soft shadows, hemisphere/directional lighting, subtle fog, and animated idle motion. Keep the camera responsive to window resizing and preserve a clear central character view behind the UI.

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