Instagram for AI Mobile Apps
@rankott
Build a native mobile app for an open-world, turn-based furry RPG, incorporating the following features:
**1. Character Creation & Progression:**
* On starting a "New Game," present the user with a character selection screen.
* Allow the player to choose between four male characters: a Skunk, a Fox, a Wolf, or an Otter.
* Implement a simple leveling system. The player character gains experience points (XP) from winning battles and completing quests.
* Upon reaching certain level milestones, the character unlocks new, unique attacks.
**2. Turn-Based Combat System:**
* All characters start with two basic attacks: "Scratch" and "Bite."
* Implement the following unique, unlockable attacks for each character, complete with simple animations:
* **Wolf:** "Power Spray"
* **Skunk:** "Acid Fart"
* **Otter:** "Golden Splash"
* **Fox:** "Vulpine Trick"
* The combat screen UI should display the player's available attacks as buttons.
**3. World Interaction & Enemies:**
* Enemies (mobs) should be visible on the overworld map. Combat is initiated only when the player character makes contact with an enemy.
* Implement basic enemy AI behavior on the overworld:
* Enemies with a lower level than the player will move away when the player gets close.
* Enemies with a higher level than the player will move towards the player to initiate combat.
* Ensure that higher-level enemies are challenging but not overwhelmingly difficult.
**4. Story and Quest Structure:**
* The main story arc is about saving the world from a great evil.
* The game should start with small, local NPC quests (e.g., "find my lost item," "clear out some weak monsters").
* These initial quests should gradually introduce the player to a larger conflict, culminating in the player being recruited by the king.
* The main quest line involves defeating four "anti-hero" bosses, which are dark, corrupted versions of the four playable species (Skunk, Fox, Wolf, Otter).
* The final boss of the game must be a dark variant of the species the player chose at the beginning.
**5. General Screens & Menus:**
* **Main Menu:** "New Game," "Load Game," "Settings."
* **Pause Menu:** "Save Progress," "Load Progress," "Main Menu."
* **Settings Menu:** Include a "Reset All Progress" option.
* **Dialogue System:** Support NPC interactions with crude, taunting, and furry-themed dialogue.
@rankott
Build a native mobile app that is a simple "Furry Clicker" game. The app should be built for both iOS and Android.
The core functionality should include:
1. **Main Game Screen:**
* Display a prominent, centrally located, clickable image of a friendly, cartoon-style furry animal (e.g., a fox).
* Show the user's current score at the top of the screen. The currency should be called "Paws".
* Display the user's passive income rate, labeled as "Paws per second" (PPS).
2. **Clicking Mechanic:**
* When the user taps the central furry character image, their "Paws" score should increase by a set amount (e.g., 1 Paw per click initially).
3. **Upgrades System:**
* Create a simple menu or button that takes the user to an "Upgrades" screen.
* This screen should list available upgrades that the user can purchase with their "Paws".
* Include at least two types of upgrades:
* **"Power Clicks":** An upgrade that increases the number of "Paws" earned per tap. The cost of this upgrade should increase each time it is purchased.
* **"Helping Paws":** An upgrade that increases the passive "Paws per second" (PPS) generation. The cost of this upgrade should also increase with each purchase.
* The user should not be able to purchase an upgrade if they do not have enough "Paws".
4. **Data Persistence:**
* The game state (current "Paws" score, number of upgrades purchased, etc.) must be saved to the device's local storage.
* When the app is closed and re-opened, the user's progress must be restored. This includes calculating and adding the "Paws" that would have been generated passively while the app was closed.
5. **General Requirements:**
* The UI should be clean, simple, and intuitive, suitable for a casual game.
* The app should not require any user login or authentication.
@survival3![Build a native mobile app that is a survival simulation game where the player must manage their stats to survive on a deserted island.
The app should include the following screens and functionality:
1. **Main Game Screen:** This will be the central hub for the player.
* **Status Vitals:** Display the player's core stats: Health, Hunger, and Thirst. These should be represented visually (e.g., with progress bars) and numerically (e.g., 80/100).
* **Inventory:** Show a simple list of resources the player has collected (e.g., Wood: 5, Berries: 3, Water: 2).
* **Day Counter:** Display the current day (e.g., "Day 1").
* **Action Buttons:** Provide buttons for key player actions: "Forage for Food," "Find Water," "Gather Wood," and "Craft."
2. **Game Logic & Systems:**
* **Stat Depletion:** Hunger and Thirst should decrease automatically over time (e.g., lose 1 point every 10 seconds). Health should decrease if Hunger or Thirst reach zero. If Health reaches zero, the game is over.
* **Resource Gathering:**
* Tapping "Forage for Food" has a chance to find "Berries". Consuming berries should restore Hunger.
* Tapping "Find Water" has a chance to find "Clean Water". Consuming it should restore Thirst.
* Tapping "Gather Wood" should add "Wood" to the inventory.
* **Event Log:** Display a simple text log of recent events at the bottom of the screen (e.g., "You found 3 berries.", "You failed to find water.").
3. **Crafting Screen:**
* Accessed via the "Craft" button on the Main Game Screen.
* Display a list of craftable items. For this initial version, include one item: "Simple Shelter."
* The recipe for "Simple Shelter" should require a certain amount of wood (e.g., 20 Wood).
* If the player has the required resources, they can tap a "Craft" button next to the item to create it. Once crafted, the shelter should provide a benefit, such as reducing stat depletion at night.
4. **Game Over Screen:**
* When the player's Health reaches zero, display a "Game Over" message.
* Show the final score (e.g., "You survived for [X] days.").
* Include a "Play Again" button to restart the game from Day 1.
5. **Design:**
* Use a simple, intuitive interface with clear icons for stats and resources.
* No authentication or user accounts are needed. The game state can be reset when the app is closed or when the player starts a new game.](https://s.asim.sh/images/XUl-4ysP92k_UeL5yjRHD.jpeg)
Build a native mobile app that is a survival simulation game where the player must manage their stats to survive on a deserted island.
The app should include the following screens and functionality:
1. **Main Game Screen:** This will be the central hub for the player.
* **Status Vitals:** Display the player's core stats: Health, Hunger, and Thirst. These should be represented visually (e.g., with progress bars) and numerically (e.g., 80/100).
* **Inventory:** Show a simple list of resources the player has collected (e.g., Wood: 5, Berries: 3, Water: 2).
* **Day Counter:** Display the current day (e.g., "Day 1").
* **Action Buttons:** Provide buttons for key player actions: "Forage for Food," "Find Water," "Gather Wood," and "Craft."
2. **Game Logic & Systems:**
* **Stat Depletion:** Hunger and Thirst should decrease automatically over time (e.g., lose 1 point every 10 seconds). Health should decrease if Hunger or Thirst reach zero. If Health reaches zero, the game is over.
* **Resource Gathering:**
* Tapping "Forage for Food" has a chance to find "Berries". Consuming berries should restore Hunger.
* Tapping "Find Water" has a chance to find "Clean Water". Consuming it should restore Thirst.
* Tapping "Gather Wood" should add "Wood" to the inventory.
* **Event Log:** Display a simple text log of recent events at the bottom of the screen (e.g., "You found 3 berries.", "You failed to find water.").
3. **Crafting Screen:**
* Accessed via the "Craft" button on the Main Game Screen.
* Display a list of craftable items. For this initial version, include one item: "Simple Shelter."
* The recipe for "Simple Shelter" should require a certain amount of wood (e.g., 20 Wood).
* If the player has the required resources, they can tap a "Craft" button next to the item to create it. Once crafted, the shelter should provide a benefit, such as reducing stat depletion at night.
4. **Game Over Screen:**
* When the player's Health reaches zero, display a "Game Over" message.
* Show the final score (e.g., "You survived for [X] days.").
* Include a "Play Again" button to restart the game from Day 1.
5. **Design:**
* Use a simple, intuitive interface with clear icons for stats and resources.
* No authentication or user accounts are needed. The game state can be reset when the app is closed or when the player starts a new game.
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