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Arcade › Strength Simulator
Click the game above and it runs right here in your browser. No download, no installer, no account needed. James Smith built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Strength Simulator yet. Play it, then tell James Smith what you would add next.
Strength Simulator was built by James Smith 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 Strength Simulator 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 3D idle/active strength simulator called “Strength Simulator.” The game is viewed through a fixed third-person perspective camera looking at a small neon-lit gym workout area. Use a dark futuristic palette: nearly black navy background and foggy wall, blue/pink emissive accents, subtle vignette/grain, and a dim floor with three dark gym mats. Place a simple weight rack made from four dark metallic vertical posts behind the workout area, a glowing rectangular blue/pink wall sign, and many faint floating blue dust motes in the air. In the center, show a stylized humanoid/robot character standing at a barbell; use a Three.js-style animated robot model if available, with an unobtrusive fallback placeholder if it fails to load. The character idles while resting, switches smoothly to a running/lifting animation while Space is held, leans slightly and bobs during lifting, and performs a short one-shot celebratory dance whenever a repetition completes. Put a metallic horizontal barbell in front of the character, with grips and pairs of dark round plates on both sides. The barbell visibly rises and falls according to the current repetition progress; add more visible plates as weight increases. Add subtle camera shake on rep completion. The core loop is one-button lifting: holding Space sets the player to lifting. While lifting, stamina drains and a Rep progress bar fills; when the rep reaches 100%, reset the rep bar, award Strength currency, and slightly increase Power. Rep speed is affected by current stamina, so lifting becomes slower as stamina falls. If stamina is depleted, lifting stops; releasing Space also allows stamina to regenerate and causes any incomplete rep progress to slowly decay. Starting values must be Strength 0, Power 1, Weight 20 kg, and full Stamina. Award per-rep Strength using the current weight and Power, with heavier weights producing larger gains; Power should slowly rise after completed reps. Add persistent localStorage saving, loading on startup, periodic autosaves, and saving on upgrades/reset. Provide a fixed HUD overlay in the upper-left in a translucent dark glass panel, matching the title and layout: “Strength Simulator,” rows for Strength, Power, and Weight with a kg unit, then labeled horizontal Stamina and Rep bars. Stamina should use a cyan/green-to-blue gradient and Rep should use orange-to-pink. Include the instruction “Hold Space to lift.” and “Click anywhere to enable audio.” In the upper-right, show another translucent panel titled “Upgrades” with three full-width purchase buttons: “Add Plates” with a dynamic Strength cost and “+Weight, +Gain,” “Protein” with a dynamic cost and “+Stamina Regen,” and “Technique” with a dynamic cost and “+Rep Speed.” Add a divider and a pink-outlined “Reset Save (R)” button. Disable or dim upgrade buttons when the player cannot afford them. Add a small bottom-left tip that holding Space makes each rep trigger an animation and credit the robot model as coming from the Three.js examples. Implement upgrades exactly as readable gameplay rules: Add Plates costs 25 Strength multiplied by 1.55 raised to the current plates level, increases weight by 5 kg and also gives a per-level gain multiplier; Protein costs 40 multiplied by 1.60 raised to its level and increases stamina regeneration; Technique costs 60 multiplied by 1.62 raised to its level and increases rep speed. Play short synthesized tones after completed reps, successful purchases, insufficient funds, and reset; initialize audio after the first click or key press. Reset via R or the reset button must ask for confirmation, restore all starting values, clear progress/lifting state, and save. Use responsive HTML/CSS overlays over a full-window antialiased WebGL canvas, with rounded translucent panels, soft shadows, blur, and readable tabular numbers. Do not add enemies, levels, alternate exercises, prestige, perfect timing, or other roadmap features.