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Arcade › Zoo Ledger
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Duncan Stephenson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Zoo Ledger yet. Play it, then tell Duncan Stephenson what you would add next.
Zoo Ledger was built by Duncan Stephenson 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 Zoo Ledger 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 mobile-first 3D zoo business-management game titled “Zoo Ledger.” Render the park in Three.js with a fixed angled/isometric-like perspective: a PerspectiveCamera positioned around (21,24,21), looking at the center of a 12x12 square grid, with a slight slow camera sway. Use a bright blue sky background with atmospheric fog, a large circular grassy ground plane, and a small blue pond off to the back-left. The park grid should consist of 12 by 12 pale-green square tiles with thin gaps, viewed from above at an angle. Use simple stylized low-poly/primitive 3D art, soft shadows, bright outdoor lighting, and a green park palette. The player manages an empty zoo starting with $420 cash, day 1, 10 visitors, 68 happiness, and 8 reputation. Before play, show a dark translucent centered modal titled “Run the Zoo” explaining that the player starts with a small budget and empty park, that each day brings visitors, feed bills, and shop income, and that habitats should be mixed with guest spending spots. The modal has an “Open the Gates” button. Starting the game closes the modal and begins the simulation. Include a Restart button that resets the entire run to those starting values and clears every building and animal. Core interaction: clicking/tapping an empty grid tile builds the currently selected building, if the player can afford it. Clicking a built tile selects it and shows its upkeep/details rather than building over it. Keep a selected tile highlighted yellow and the hovered tile highlighted pale green; in bulldozer mode hovered tiles should highlight red. The build toolbar must include these modes and costs: Habitat20, Food Court $90, Gift Shop40, Garden $60, and Bulldoze. Bulldozing a building removes it and refunds 45% of its original cost. Do not allow building while the game is paused behind the opening/game-over modal or after game over. Show short toast notifications for building, bulldozing, insufficient funds, and the end of each day. Buildings are placed one per grid tile and should have distinct stylized models. A Habitat is a green grass enclosure with a brown multi-rail fence, small blue water dish, and a little tree; place 2 or 3 simple animated yellow/cream low-poly animals inside that wander in small circles and bob gently. A Food Court is a small coral/red boxy building with a pale roof and yellow awning. A Gift Shop is a slightly taller blue/purple boxy building with a pale roof and a small pale sign. A Garden is a low green circular mound with five colorful flower spheres. Color the underlying occupied tiles differently for the building type (green habitat, coral food, blue-violet gift, green garden), while empty tiles remain pale green. Run an automatic economy day cycle only after the gates are open. One simulated day takes 12 real seconds at Speed x1; the Speed button cycles x1, x2, and x3 and changes the day timer rate. On each day tick: count habitats, food courts, gift shops, and gardens; recompute happiness; compute reputation; compute visitors; then calculate and apply cash. Exact game rules: happiness is 28 when there are no habitats. Otherwise calculate crowd pressure as max(0, visitors - habitats*20)*0.4, and base happiness as 58 + habitats*2.5 + food courts*3 + gift shops*2 + gardens*6 + min(18, total buildings*1.4) - crowd pressure, clamped from 20 to 98 and rounded. Reputation is the sum of building reputation values plus happiness*0.35, rounded; habitat reputation 8, food 4, gift 6, garden 5. Visitor demand is 8 + habitats*8 + gardens*2 + floor(reputation*0.38), then visitors are max(0, round(visitor demand + (happiness-50)*0.45)). The daily financial calculation is exact: tickets = visitors*5; concessions = visitors * min(food courts, ceil(visitors/22)) * 2.6; merchandise = visitors * min(gift shops, ceil(visitors/28)) * 3.8; upkeep = habitats*16 + food courts*7 + gift shops*9 + gardens*2; feed = habitats*13; staff = 18 + total buildings*4; net income = round(tickets + concessions + merchandise - upkeep - feed - staff). Add net income to cash, advance the day by 1, and show a toast such as “Day 2: +$…” or a negative amount. Building costs are paid immediately. Habitat capacity is 24 in the building data, although the happiness crowd calculation uses 20 visitors per habitat as specified above. Each habitat’s visuals should animate continuously. Also represent the live crowd: spawn simple colorful capsule-shaped visitors near a lower-left entrance area when buildings exist, up to min(40, floor(visitors*0.5)); visitors walk toward randomly selected buildings, wait briefly on arrival, then choose another building, and disappear after roughly 16–26 seconds. Show the active visual crowd moving through the park, but keep the main Visitors HUD value as the calculated daily visitor count. The HUD should be a set of dark green translucent, rounded, blurred panels over the 3D scene, with light text and subtle borders/shadows. At the top, show the title “Zoo Ledger” and subtitle “Build habitats, keep animals happy, and turn your small park into a money-maker.” Next to/below it show five stat cards labeled CASH, VISITORS, HAPPINESS, REPUTATION, and DAY. Format cash as dollars with commas; color high cash gold and negative cash red. At the bottom show the build toolbar with the building buttons, Bulldoze, Speed x1/x2/x3, and Restart. Show a contextual information panel beside/below the toolbar: for Habitat say it costs20, adds animals and ticket demand, has steady feed costs, and warn that too many habitats without shops can sink cash; for Food Court explain snack income and comfort; for Gift Shop explain higher guest spending and reputation; for Garden explain happiness and reputation support; for Bulldoze explain the 45% refund. Make controls large, pointer/touch-safe, responsive, and rearrange the bottom panels into one column on narrower screens. Include safe-area padding for mobile. The goal is to reach at least $3,000 cash and 75 reputation simultaneously. When achieved, stop the game and show a centered dark overlay titled “You built a hit zoo,” stating that cash and reputation goals were reached and offering a restart run. If cash falls below -50, stop the game and show “The zoo went under” with final cash and a restart option. Expose optional debug functions window.getGameState() returning economy values, day, buildings with type/grid coordinates, goal values, and game flags, and window.setGameState(patch) for editing major numeric/flag values; these are not visible in the normal UI.More free browser games