aSim
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Following
Dallas Christian Diamond
@fffh
No bio ...yet
Sims
136
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Legendary Treasures
140
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Galaxy Hatch and Merge
294
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Creature Garden
516
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Mini-Mart
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Create a 2D pixel art building game where users create pictures by filling a grid with colored squares. The app should have the following core features: 1. **Template Gallery:** * Display a gallery of pixel art templates. * Each template should show a preview image of the final artwork, its name, and the "GameBux" cost to unlock it. A few simple templates should be free to start. * Mark templates that the user has already completed. 2. **Building Screen:** * When a user selects a template, they are taken to a building screen with a blank grid. * A color palette with all the necessary colors for the artwork should be visible. * A reference image of the completed artwork should be displayed. * The grid squares should be numbered to guide the user on which color to place where (a "color-by-number" mechanic). * Users select a color from the palette and then tap the corresponding numbered squares on the grid to fill them. 3. **Rewards & Currency:** * When a user correctly fills in all the squares and completes the artwork, award them 10 "GameBux". * The user's total "GameBux" balance must be clearly visible in the app, for instance, on the gallery screen. 4. **Data Storage:** * Use a database to persistently store each user's data, including their "GameBux" balance and the status (locked/unlocked/completed) of all art templates.
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Create a native mobile app that simulates an iPhone home screen. This home screen will serve as a launcher for several functional mini-apps. The main screen should display a grid of app icons against a standard wallpaper. The icons should be for: - Racing Simulator - Pokémon Go - Messages - Call - Upgrade Your Dragon Each icon, when tapped, should launch a dedicated mini-app. The functionality for each mini-app is as follows: 1. **Home Screen:** * Display a grid of tappable icons for the mini-apps listed above. * Include a dock at the bottom with the "Call" and "Messages" icons. 2. **Racing Simulator (Mini-Game):** * A simple, 2D top-down racing game. * The user controls a car that is always moving forward. * The user can tap the left or right side of the screen to move the car and dodge obstacles (e.g., other cars or cones). * The game ends when the user hits an obstacle, and their score (time survived) is displayed. 3. **Pokémon Go (Simplified Version):** * This will be a simplified "creature collector" and not use GPS or AR. * The screen will show a static outdoor background. * Every few seconds, a random creature (e.g., a simple monster sprite) will appear on the screen. * Users can tap the creature to "catch" it. * A "Collection" button will show all the creatures the user has caught. This data should be saved for the user. 4. **Messages (Mock App):** * Displays a list of fake chat conversations (e.g., "Mom", "Alex", "Work Group"). * Tapping a conversation opens a screen showing a pre-written, non-interactive chat history. * The user cannot send new messages; this is a view-only mock. 5. **Call (Mock App):** * Opens a screen with a dial pad (buttons 0-9, *, #). * Users can tap numbers, which appear in a display field at the top. * A green "Call" button is present but will only show an alert like "Calling..." for a moment before dismissing. It will not make a real phone call. 6. **Upgrade Your Dragon (Mini-Game):** * The screen shows a single dragon character. * Below the dragon are three buttons: "Feed," "Train," and "Play." * A "Level" indicator is displayed for the dragon. * Tapping the buttons increases the dragon's stats (e.g., happiness, strength) and contributes to leveling up. * The dragon's level and stats should be saved persistently for the user. Each mini-app should have a "back" or "home" button to return to the main home screen launcher.
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This is an Italian brainrot life. You have a poor Shark. He is a giant nice shark now you click a button to earn five dollars every click now then there’s a shop. The upgrades are five dollars to get a shark with blue shoes for $100. you can get a shark with big muscles and blue shoes For $1000. You can get a shark with blue shoes with big muscles with a basketball jersey that says Mr. Shark after getting all those upgrades you can reverse if you want, and then it will do a different character. The other characters are a crocodile elephant and a bird.
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Create a native mobile app that simulates fake phone calls. The app should have the following features: 1. **Dialer Screen:** * A screen with a numeric keypad (0-9, *, #) for entering a phone number. * A display area to show the number being typed. * A "Call" button to initiate the fake call. * A "Delete" button to clear digits. 2. **Fake In-Call Screen:** * A screen that mimics a real phone call interface. * It should display the number that was dialed. * Include an "End Call" button that terminates the fake call and returns to the Dialer Screen. 3. **Conditional Call Scenarios:** * **Scenario A: Specific Number (636399):** * When the user calls "636399", the In-Call Screen appears and an audio clip plays: "Hello, are you John?". * Two buttons, "Yes" and "No", should be displayed. * If the user taps "Yes", a second audio clip plays: "I want to offer you $500." The "Yes" and "No" buttons should be displayed again. * If the user taps "Yes" a second time, show a system alert with the title "Hacked!" and the message "You got hacked. Do you want to restart?". The alert should have a single "Restart" button that dismisses the alert and returns the user to the Dialer Screen. * **Scenario B: Any Other Number:** * When the user calls any number other than "636399", the In-Call Screen appears. * The app should randomly select and play one of at least three different pre-recorded audio clips of a "scammer saying random things". * The call should automatically end and return to the Dialer Screen after the audio clip finishes playing. The app should not use any real calling functionality. All calls are simulated within the app. Use placeholder audio clips for the voice lines.
449
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Create a simple choice-based game app called "Time Nuke". The app should have the following functionality: 1. **Main Game Screen:** * When the app launches, it should display a warning message like "DANGER: A time nuke will detonate in the area!" * A prominent countdown timer should start at 10 and tick down every second. * When the timer reaches 5 seconds, two buttons must appear below the timer with the options: "Go inside a bunker" and "Steal from the closest grocery store". 2. **Outcomes:** * **Bunker Choice:** If the user taps the "Go inside a bunker" button, navigate to a new screen that says "You made it to the bunker just in time. You are safe!" * **Steal Choice:** If the user taps the "Steal from the closest grocery store" button, navigate to a new screen that says "You grab some supplies but don't have time to escape. You lose." * **Timeout Failure:** If the timer reaches 0 before the user makes a choice, navigate to a "Game Over" screen that says "You ran out of time! Your phone exploded!" 3. **Design:** * Use a simple, clean interface. * The timer should be large and easy to read. * The outcome screens should have a button to "Play Again" which resets the app to the main game screen.
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This is a game where you spin a jackpot machine or you can get a lottery ticket and you can earn money. The lottery ticket have 100% chance 4 $0.50 percent chance for five dollars one percent chance for $100 now same for the wheel And what can you buy for five dollars a cardboard Meta quest for $20 you can buy an iPhone Meta quest does not include iPhone for $300. You can get a Meta quest 3S for $1000. You can get a pico 4 for $3500. You can get a Vision Pro for $10 billion. You can get a Rolls-Royce and yeah that’s it.
465
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This is a teleporter you can travel to any time you want by anything you want now you can type in what year you want to travel to when you type in tap travel once you tap travel it’ll say you’re in year whatever you entered and then there’s a button that says when you go to the shop, there is a meta-quest 13 and it has four cameras on the front next there is a rainbow slushy and the Meta quest 13 cost $20 and the rainbow slushy cost $30 last week of Roblox gift card for $600. It cost $600 and at the bottom it says click to earn $100 every time you click you earn $100 
636
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Create a "clicker" game app with the following features: 1. **Main Screen:** * Display the user's current cash balance at the top of the screen. * Feature a large, central button that the user can tap. Each tap should increase the user's cash balance. * The initial value of each click is $1. 2. **Upgrades System:** * Display a list of available upgrades that the user can purchase with their cash. * Each upgrade increases the amount of cash earned per click (the "click multiplier"). * The upgrades are: * **Cost: $5**, Multiplier: **2x** * **Cost: $50**, Multiplier: **5x** * **Cost: $300**, Multiplier: **16x** * **Cost: $10,000**, Multiplier: **100x** * **Cost: $100,000**, Multiplier: **1000x** * **Cost: $1,000,000**, Multiplier: **10,000x** * A user should only be able to purchase an upgrade if they have enough cash. * Once an upgrade is purchased, the cost should be deducted from the user's balance, and their cash-per-click value should be updated immediately. The purchased upgrade should no longer be available. 3. **Backend and Data:** * Use a database to store each user's progress. * The user's current cash balance and their current click multiplier must be saved persistently. When the user re-opens the app, their progress should be loaded automatically. * All data should be linked to the currently logged-in user.
437
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Create a simple bomb defusal game with the following features: 1. **Main Game Screen:** * Display a countdown timer that starts at 10 seconds and ticks down to 0. * Show six colored wires: Green, Red, Yellow, Blue, White, and Black. The order of these wires should be randomized each time a new game starts. * Each wire should be a tappable button. 2. **Game Logic:** * If the player taps the **Red** wire before the timer reaches 0, they win the game. * If the player taps any wire other than the red one (Green, Yellow, Blue, White, Black), the bomb explodes and they lose. * If the timer reaches 0 before the player taps any wire, the bomb explodes and they lose. 3. **Win Screen:** * When the player wins, display a "You Win!" or "Bomb Defused!" message. * Include a "Play Again" button to restart the game. 4. **Lose Screen:** * When the player loses, display a "KABOOM!" or "Game Over" message. * Include a "Try Again" button to restart the game. The app should have a simple, engaging interface suitable for a quick-play game. No user login or backend is required.
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Create a 2D platformer game-maker app with two distinct modes: Build Mode and Play Mode. **1. Main Screens & Navigation:** - **My Levels Screen:** The main screen that shows a gallery of levels the user has created. Each level should be represented by a thumbnail. Tapping a level gives options to "Play" or "Edit". There should also be a "Create New Level" button. - **Build Mode Screen:** A level editor. This screen should have a main grid-based canvas for level design and a palette/toolbar at the bottom with all available game items. - **Play Mode Screen:** The screen where the user plays the level. It should render the level created in Build Mode and include on-screen controls for the player character. **2. Build Mode Functionality:** - **Item Palette:** A scrollable bar containing icons for all placeable items: - Standard Block - Lava Block - Player Spawn Point - Goal Block (e.g., a flag) - **Placing Items:** The user can tap an item in the palette to select it, then tap on the grid to place it. - **Block Customization:** - **Resizing:** When a user double-taps a placed block, show arrow controls to increase or decrease its size horizontally and vertically. - **Custom Texture:** When a user taps a placed block three times, open the device's image picker to let them select a photo to apply as the block's texture. - **Controls:** Include buttons to "Save" the level, "Play Test," and go "Back" to the My Levels screen. **3. Play Mode Functionality:** - **Level Rendering:** Dynamically build and display the level based on the saved data from Build Mode. - **Player Character:** - Include a default player character that appears at the "Player Spawn Point" location. - Implement on-screen controls: left/right arrows for movement and a button for jumping. - **Game Rules:** - **Collision:** The character should be able to stand on and collide with Standard Blocks. - **Hazards:** If the character touches a "Lava Block," they should "die" and respawn at the Player Spawn Point. - **Winning:** If the character touches the "Goal Block," display a "You Win!" message and provide an option to return to the My Levels screen. All level data, including block positions, sizes, and custom images, should be stored persistently in a database and linked to the user who created them.
540
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A first person game you are a gorilla in the first person‘s perspective, and you have no legs and used to joysticks to swing your arms the right ones for the right arm the left ones for the left arm and you spawn inside a stump now you walk out of the stump and there’s a forest you can play around in There’s also a mini gazebo in the middle and if you go inside the treehouse a.k.a. stump, you will find a shop and it says like how much rocks you have you get 100 rocks every one hour and every item cost 50 rocks now if you get out of shop and go back in the stump And there’s a little hole in the stump, you jump inside of it and there’s a cave map there’s diamonds crystals there’s ghost now if you get out of there and you go to the little hole next to that, but it’s in the wall it goes straight to a place called canyons. There’s parkour and stuffthe features a desert. and the game is 3-D and you are 3-D
© 2025 aSim. All rights reserved.
136
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Legendary Treasures
140
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0
Galaxy Hatch and Merge
294
0
0
Creature Garden
516
0
0
Mini-Mart
629
0
0
Create a 2D pixel art building game where users create pictures by filling a grid with colored squares. The app should have the following core features: 1. **Template Gallery:** * Display a gallery of pixel art templates. * Each template should show a preview image of the final artwork, its name, and the "GameBux" cost to unlock it. A few simple templates should be free to start. * Mark templates that the user has already completed. 2. **Building Screen:** * When a user selects a template, they are taken to a building screen with a blank grid. * A color palette with all the necessary colors for the artwork should be visible. * A reference image of the completed artwork should be displayed. * The grid squares should be numbered to guide the user on which color to place where (a "color-by-number" mechanic). * Users select a color from the palette and then tap the corresponding numbered squares on the grid to fill them. 3. **Rewards & Currency:** * When a user correctly fills in all the squares and completes the artwork, award them 10 "GameBux". * The user's total "GameBux" balance must be clearly visible in the app, for instance, on the gallery screen. 4. **Data Storage:** * Use a database to persistently store each user's data, including their "GameBux" balance and the status (locked/unlocked/completed) of all art templates.
489
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Create a native mobile app that simulates an iPhone home screen. This home screen will serve as a launcher for several functional mini-apps. The main screen should display a grid of app icons against a standard wallpaper. The icons should be for: - Racing Simulator - Pokémon Go - Messages - Call - Upgrade Your Dragon Each icon, when tapped, should launch a dedicated mini-app. The functionality for each mini-app is as follows: 1. **Home Screen:** * Display a grid of tappable icons for the mini-apps listed above. * Include a dock at the bottom with the "Call" and "Messages" icons. 2. **Racing Simulator (Mini-Game):** * A simple, 2D top-down racing game. * The user controls a car that is always moving forward. * The user can tap the left or right side of the screen to move the car and dodge obstacles (e.g., other cars or cones). * The game ends when the user hits an obstacle, and their score (time survived) is displayed. 3. **Pokémon Go (Simplified Version):** * This will be a simplified "creature collector" and not use GPS or AR. * The screen will show a static outdoor background. * Every few seconds, a random creature (e.g., a simple monster sprite) will appear on the screen. * Users can tap the creature to "catch" it. * A "Collection" button will show all the creatures the user has caught. This data should be saved for the user. 4. **Messages (Mock App):** * Displays a list of fake chat conversations (e.g., "Mom", "Alex", "Work Group"). * Tapping a conversation opens a screen showing a pre-written, non-interactive chat history. * The user cannot send new messages; this is a view-only mock. 5. **Call (Mock App):** * Opens a screen with a dial pad (buttons 0-9, *, #). * Users can tap numbers, which appear in a display field at the top. * A green "Call" button is present but will only show an alert like "Calling..." for a moment before dismissing. It will not make a real phone call. 6. **Upgrade Your Dragon (Mini-Game):** * The screen shows a single dragon character. * Below the dragon are three buttons: "Feed," "Train," and "Play." * A "Level" indicator is displayed for the dragon. * Tapping the buttons increases the dragon's stats (e.g., happiness, strength) and contributes to leveling up. * The dragon's level and stats should be saved persistently for the user. Each mini-app should have a "back" or "home" button to return to the main home screen launcher.
439
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This is an Italian brainrot life. You have a poor Shark. He is a giant nice shark now you click a button to earn five dollars every click now then there’s a shop. The upgrades are five dollars to get a shark with blue shoes for $100. you can get a shark with big muscles and blue shoes For $1000. You can get a shark with blue shoes with big muscles with a basketball jersey that says Mr. Shark after getting all those upgrades you can reverse if you want, and then it will do a different character. The other characters are a crocodile elephant and a bird.
463
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Create a native mobile app that simulates fake phone calls. The app should have the following features: 1. **Dialer Screen:** * A screen with a numeric keypad (0-9, *, #) for entering a phone number. * A display area to show the number being typed. * A "Call" button to initiate the fake call. * A "Delete" button to clear digits. 2. **Fake In-Call Screen:** * A screen that mimics a real phone call interface. * It should display the number that was dialed. * Include an "End Call" button that terminates the fake call and returns to the Dialer Screen. 3. **Conditional Call Scenarios:** * **Scenario A: Specific Number (636399):** * When the user calls "636399", the In-Call Screen appears and an audio clip plays: "Hello, are you John?". * Two buttons, "Yes" and "No", should be displayed. * If the user taps "Yes", a second audio clip plays: "I want to offer you $500." The "Yes" and "No" buttons should be displayed again. * If the user taps "Yes" a second time, show a system alert with the title "Hacked!" and the message "You got hacked. Do you want to restart?". The alert should have a single "Restart" button that dismisses the alert and returns the user to the Dialer Screen. * **Scenario B: Any Other Number:** * When the user calls any number other than "636399", the In-Call Screen appears. * The app should randomly select and play one of at least three different pre-recorded audio clips of a "scammer saying random things". * The call should automatically end and return to the Dialer Screen after the audio clip finishes playing. The app should not use any real calling functionality. All calls are simulated within the app. Use placeholder audio clips for the voice lines.
449
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Create a simple choice-based game app called "Time Nuke". The app should have the following functionality: 1. **Main Game Screen:** * When the app launches, it should display a warning message like "DANGER: A time nuke will detonate in the area!" * A prominent countdown timer should start at 10 and tick down every second. * When the timer reaches 5 seconds, two buttons must appear below the timer with the options: "Go inside a bunker" and "Steal from the closest grocery store". 2. **Outcomes:** * **Bunker Choice:** If the user taps the "Go inside a bunker" button, navigate to a new screen that says "You made it to the bunker just in time. You are safe!" * **Steal Choice:** If the user taps the "Steal from the closest grocery store" button, navigate to a new screen that says "You grab some supplies but don't have time to escape. You lose." * **Timeout Failure:** If the timer reaches 0 before the user makes a choice, navigate to a "Game Over" screen that says "You ran out of time! Your phone exploded!" 3. **Design:** * Use a simple, clean interface. * The timer should be large and easy to read. * The outcome screens should have a button to "Play Again" which resets the app to the main game screen.
513
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This is a game where you spin a jackpot machine or you can get a lottery ticket and you can earn money. The lottery ticket have 100% chance 4 $0.50 percent chance for five dollars one percent chance for $100 now same for the wheel And what can you buy for five dollars a cardboard Meta quest for $20 you can buy an iPhone Meta quest does not include iPhone for $300. You can get a Meta quest 3S for $1000. You can get a pico 4 for $3500. You can get a Vision Pro for $10 billion. You can get a Rolls-Royce and yeah that’s it.
465
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0
This is a teleporter you can travel to any time you want by anything you want now you can type in what year you want to travel to when you type in tap travel once you tap travel it’ll say you’re in year whatever you entered and then there’s a button that says when you go to the shop, there is a meta-quest 13 and it has four cameras on the front next there is a rainbow slushy and the Meta quest 13 cost $20 and the rainbow slushy cost $30 last week of Roblox gift card for $600. It cost $600 and at the bottom it says click to earn $100 every time you click you earn $100 
636
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Create a "clicker" game app with the following features: 1. **Main Screen:** * Display the user's current cash balance at the top of the screen. * Feature a large, central button that the user can tap. Each tap should increase the user's cash balance. * The initial value of each click is $1. 2. **Upgrades System:** * Display a list of available upgrades that the user can purchase with their cash. * Each upgrade increases the amount of cash earned per click (the "click multiplier"). * The upgrades are: * **Cost: $5**, Multiplier: **2x** * **Cost: $50**, Multiplier: **5x** * **Cost: $300**, Multiplier: **16x** * **Cost: $10,000**, Multiplier: **100x** * **Cost: $100,000**, Multiplier: **1000x** * **Cost: $1,000,000**, Multiplier: **10,000x** * A user should only be able to purchase an upgrade if they have enough cash. * Once an upgrade is purchased, the cost should be deducted from the user's balance, and their cash-per-click value should be updated immediately. The purchased upgrade should no longer be available. 3. **Backend and Data:** * Use a database to store each user's progress. * The user's current cash balance and their current click multiplier must be saved persistently. When the user re-opens the app, their progress should be loaded automatically. * All data should be linked to the currently logged-in user.
437
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Create a simple bomb defusal game with the following features: 1. **Main Game Screen:** * Display a countdown timer that starts at 10 seconds and ticks down to 0. * Show six colored wires: Green, Red, Yellow, Blue, White, and Black. The order of these wires should be randomized each time a new game starts. * Each wire should be a tappable button. 2. **Game Logic:** * If the player taps the **Red** wire before the timer reaches 0, they win the game. * If the player taps any wire other than the red one (Green, Yellow, Blue, White, Black), the bomb explodes and they lose. * If the timer reaches 0 before the player taps any wire, the bomb explodes and they lose. 3. **Win Screen:** * When the player wins, display a "You Win!" or "Bomb Defused!" message. * Include a "Play Again" button to restart the game. 4. **Lose Screen:** * When the player loses, display a "KABOOM!" or "Game Over" message. * Include a "Try Again" button to restart the game. The app should have a simple, engaging interface suitable for a quick-play game. No user login or backend is required.
605
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0
Create a 2D platformer game-maker app with two distinct modes: Build Mode and Play Mode. **1. Main Screens & Navigation:** - **My Levels Screen:** The main screen that shows a gallery of levels the user has created. Each level should be represented by a thumbnail. Tapping a level gives options to "Play" or "Edit". There should also be a "Create New Level" button. - **Build Mode Screen:** A level editor. This screen should have a main grid-based canvas for level design and a palette/toolbar at the bottom with all available game items. - **Play Mode Screen:** The screen where the user plays the level. It should render the level created in Build Mode and include on-screen controls for the player character. **2. Build Mode Functionality:** - **Item Palette:** A scrollable bar containing icons for all placeable items: - Standard Block - Lava Block - Player Spawn Point - Goal Block (e.g., a flag) - **Placing Items:** The user can tap an item in the palette to select it, then tap on the grid to place it. - **Block Customization:** - **Resizing:** When a user double-taps a placed block, show arrow controls to increase or decrease its size horizontally and vertically. - **Custom Texture:** When a user taps a placed block three times, open the device's image picker to let them select a photo to apply as the block's texture. - **Controls:** Include buttons to "Save" the level, "Play Test," and go "Back" to the My Levels screen. **3. Play Mode Functionality:** - **Level Rendering:** Dynamically build and display the level based on the saved data from Build Mode. - **Player Character:** - Include a default player character that appears at the "Player Spawn Point" location. - Implement on-screen controls: left/right arrows for movement and a button for jumping. - **Game Rules:** - **Collision:** The character should be able to stand on and collide with Standard Blocks. - **Hazards:** If the character touches a "Lava Block," they should "die" and respawn at the Player Spawn Point. - **Winning:** If the character touches the "Goal Block," display a "You Win!" message and provide an option to return to the My Levels screen. All level data, including block positions, sizes, and custom images, should be stored persistently in a database and linked to the user who created them.
540
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0
A first person game you are a gorilla in the first person‘s perspective, and you have no legs and used to joysticks to swing your arms the right ones for the right arm the left ones for the left arm and you spawn inside a stump now you walk out of the stump and there’s a forest you can play around in There’s also a mini gazebo in the middle and if you go inside the treehouse a.k.a. stump, you will find a shop and it says like how much rocks you have you get 100 rocks every one hour and every item cost 50 rocks now if you get out of shop and go back in the stump And there’s a little hole in the stump, you jump inside of it and there’s a cave map there’s diamonds crystals there’s ghost now if you get out of there and you go to the little hole next to that, but it’s in the wall it goes straight to a place called canyons. There’s parkour and stuffthe features a desert. and the game is 3-D and you are 3-D
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