Instagram for AI Mobile Apps

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Games

rankott@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.
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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@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.
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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@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.
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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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