Expert skill for building pixel art idle/incremental games with procedural sprite generation, React/TypeScript/Zustand architecture, and contemplative game design...
Expert guide for architecting and building pixel art idle/incremental games with procedural sprite generation.
| Need | Go to |
|---|---|
| Start a new project | Quick Start |
| Copy working code | templates/ |
| Understand patterns | patterns/ |
| See full example | examples/ |
| Deep reference | references/ |
| CSS/Tailwind setup | assets/ |
Three pillars: Minimal. Luminous. Contemplative.
npm create vite@latest my-idle-game -- --template react-ts
cd my-idle-game
npm install zustand immer
npm install -D tailwindcss postcss autoprefixer
npx tailwindcss init -p
Then copy files from assets/ for CSS and Tailwind config.
// MANDATORY for pixel-perfect rendering
ctx.imageSmoothingEnabled = false;
/* CSS for any sprite element */
.sprite { image-rendering: pixelated; }
const PALETTE = {
deepBlack: '#0a0a0f', // Main background
spaceGray: '#1a1a2e', // Panels
borderGray: '#2d2d44', // Borders
neonCyan: '#00fff5', // Primary actions, RARE
softMagenta: '#ff6bcb', // Notifications, EPIC
cosmicGold: '#ffd93d', // Rewards, LEGENDARY
validGreen: '#39ff14', // Success, UNCOMMON
alertRed: '#ff4757', // Alerts (rare use)
mysteryPurple: '#6c5ce7', // Hidden/secret
mainWhite: '#e8e8e8', // Body text, COMMON
secondaryGray: '#a0a0a0', // Disabled
interactiveCyan: '#7fefef' // Links
};
const RARITY_COLORS = {
common: PALETTE.secondaryGray,
uncommon: PALETTE.validGreen,
rare: PALETTE.neonCyan,
epic: PALETTE.softMagenta,
legendary: PALETTE.cosmicGold,
};
useEffect(() => {
const interval = setInterval(() => {
const now = Date.now();
const delta = (now - lastTick) / 1000;
// Update resources
addCredits(incomePerSecond * delta);
regenerateEnergy(delta);
setLastTick(now);
}, 100);
return () => clearInterval(interval);
}, [incomePerSecond, lastTick]);
import { create } from 'zustand';
import { persist } from 'zustand/middleware';
import { immer } from 'zustand/middleware/immer';
const useGameStore = create<GameState>()(
persist(
immer((set, get) => ({
credits: 0,
energy: 100,
addCredits: (amount) => set((s) => { s.credits += amount }),
})),
{ name: 'game-save' }
)
);
Ready-to-use code in templates/:
| Template | Description |
|---|---|
game-loop.tsx |
Hook for 100ms game tick with delta time |
save-system.ts |
Zustand persist pattern with migration |
progression.ts |
Scaling formulas (exponential costs, diminishing returns) |
sprite-renderer.tsx |
Canvas component with pixel-perfect rendering |
Conceptual guides in patterns/:
| Pattern | Description |
|---|---|
resource-system.md |
Structure currencies, caps, regeneration |
upgrade-tree.md |
Linear upgrades, skill trees, prestige unlocks |
prestige-loop.md |
Reset mechanics, meta-progression, permanent bonuses |
procedural-sprites.md |
Generate varied sprites from seeds |
Working code in examples/:
| Example | Description |
|---|---|
minimal-idle-game.tsx |
Complete ~150 line idle game with resources, upgrades, save |
Detailed documentation in references/:
| Reference | When to use |
|---|---|
architecture.md |
Full project structure, types, stores |
sprite-system.md |
Canvas API, color derivation, caching |
game-mechanics.md |
Economy, scanning, progression formulas |
ui-patterns.md |
Components, layouts, animations |
content-structure.md |
Data structure for items, sectors, upgrades |
Templates:
| Metric | Target |
|---|---|
| Bundle size | <200KB gzipped |
| FPS idle | ≥30 |
| Memory | <100MB |
DO ✓
imageSmoothingEnabled = false)DON'T ✗