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make different files for background and buttons
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Show the costs of generators we can't afford to buy
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Move the 2x click power and auto click buttons a little lower
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Let the cost of 2x click power be 1.9 times the previous cost
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Let the cost of 2x click power be 1.4 times the previous cost
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generator efficiency not working
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Add 1x 5x 10x 100x and all buttons where we can make multiple improvements. When 1x is selected, it upgrades once, when 5x is selected, it upgrades 5 times, when 10x is selected, it upgrades 10 times, when 100x is selected, it upgrades 100 times and when All is selected, it upgrades with all the money we have.
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Increase the space between the factory and the office
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increase margin on upgrades
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Increase the spaces between the elevations a little more
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make a different image for newly added upgrades
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Add things to the game that we can upgrade, such as factories, workers, and machines.
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After purchasing the following upgrades, do not write purchased. Write the next upgrade cost.
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Set the following upgrades to be available for multiple purchases
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2x click power sold for 3x the price every time purchased
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Make background
Code edit (1 edits merged)
Please save this source code
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Tap Empire Tycoon
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### Core Game Concept The game will start with a simple premise: players tap a central element (e.g., a gold coin, a product, an energy core) on the main screen to earn the primary in-game currency. This earned currency will then be used to unlock new features, upgrade existing production mechanisms, and ultimately establish powerful automatic income streams, allowing players to reach ever-larger numbers. The game's theme can be versatile – from building a rich empire (e.g., "Idle Factory Tycoon," "Gold Mine Empire") to managing a superhero team or a bustling supermarket. --- ### Key Features & Mechanics 1. **Tapping Mechanic (Clicker):** * **Central Tap Element:** A prominent, easily tappable object on the main screen that represents the primary income source. * **Direct Currency Gain:** Each tap should generate a specific amount of the main currency. * **Tap Power Upgrades:** Implement upgrades that significantly increase the currency earned per tap. * **Visual & Audio Feedback:** Taps should provide clear visual (e.g., coin animation, number pop-ups, effects) and audio feedback for a satisfying experience. 2. **Passive Income/Production Mechanic (Idle/Incremental):** * **Automatic Generators:** Players use earned currency to purchase and upgrade various automatic income/production sources (e.g., workers, machines, automated collectors, passive income buildings). * **Continuous Generation:** These automatic sources should continuously generate currency at set intervals or rates, even without active tapping. * **Offline Earnings:** The game *must* continue to accumulate passive income for a specified duration or amount even when the app is closed. Players should be able to collect these accumulated earnings upon returning to the game. 3. **Upgrade System:** * **Tap-Specific Upgrades:** Upgrades that directly enhance the amount of currency gained per tap. * **Passive Income Upgrades:** Upgrades that improve the efficiency of existing automatic income sources (e.g., faster production, increased output per unit) or unlock entirely new, more powerful automatic generators. * **Global Upgrades:** Upgrades that provide overarching bonuses, affecting all income sources or specific categories (e.g., "%5 more income from all sources," "double tap income for 10 seconds"). * **Tiered Unlocks:** Upgrades should unlock progressively as players reach certain currency thresholds or achieve specific milestones, offering strategic choices on what to prioritize. 4. **Progression & Reset System:** * **Milestone Unlocks:** Reaching specific currency milestones or upgrade levels should unlock new game areas, production chains, or advanced features. * **Prestige/Rebirth System (Highly Recommended):** A core long-term retention mechanic. Players should be able to "reset" their progress at a certain point (e.g., reaching a very high currency amount) to gain a special **"hard currency"** or **permanent bonuses**. This allows for exponential long-term growth and replayability, making subsequent playthroughs faster and more powerful. 5. **Economic Balancing:** * The game's economy must be meticulously balanced to ensure players always feel a sense of progression and are motivated to reach the next upgrade. The income curve should feel satisfyingly exponential. --- ### Art Style & User Interface (UI/UX) * **Art Style:** A clean, clear, and appealing art style consistent with the chosen theme. It should be easily readable and performant on mobile devices. Can be cartoonish, minimalist, or semi-realistic, but prioritize clarity and player engagement. * **UI/UX:** An intuitive, uncluttered, and highly responsive user interface. Easy one-tap access to all critical elements like upgrades, statistics, current income, and any special features. Buttons should be large and easy to tap. --- ### Technical Requirements * **Platform:** iOS and Android compatibility. * **Game Engine:** Unity (preferred for its efficiency in mobile development and rapid prototyping). * **Data Storage:** A robust system for saving player progress locally and potentially to the cloud to prevent data loss. --- ### Monetization Model * **In-App Purchases (IAP):** * **Premium Currency:** Sales of a premium currency that can be used for instant upgrades, resource packs, or special bundles. * **Boosters:** Temporary buffs (e.g., "2x income for 1 hour," "double offline earnings for 24 hours"). * **Cosmetic Items:** (If applicable to the theme) Visual customizations that do not affect gameplay balance. * **"No Ads" Purchase:** An option to remove all non-rewarded ads. * **Rewarded Video Ads:** Optional ads that players can watch for direct bonuses (e.g., instant resource boosts, extra offline earnings, temporary power-ups). --- ### Deliverables * A concise Game Design Document (GDD) outlining core features, upgrade trees, and economy. * All necessary art assets (tap elements, upgrade icons, background elements, UI components). * A fully functional, stable, and optimized game build for both iOS and Android. ---
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
Coin. In-Game asset. 2d. High contrast. No shadows
Factory. In-Game asset. 2d. High contrast. No shadows
Worker. In-Game asset. 2d. High contrast. No shadows
Machine. In-Game asset. 2d. High contrast. No shadows
Headquarters. In-Game asset. 2d. High contrast. No shadows
Laboratuvar. In-Game asset. 2d. High contrast. No shadows
Ofis. In-Game asset. 2d. High contrast. No shadows
Luxury car. In-Game asset. 2d. High contrast. No shadows