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Arcade › Byte Bench

Byte Bench

  • 3d
  • first-person
  • arcade
  • simulation
  • time-management
  • low-poly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mate built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Byte Bench yet. Play it, then tell Mate what you would add next.

Make your own game

Byte Bench was built by Mate with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Byte Bench opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Byte Bench

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a first-person 3D low-poly arcade PC repair-shop game titled “Byte Bench.” The player stands inside a compact dark navy workshop viewed through a perspective camera with mouse-look/pointer lock. Use clean, simple boxy geometry, soft shadows, fog, and cool blue workshop lighting. The room has a large dark floor, back and side walls, a front customer counter near the starting area, a central workbench, and a simple orange capsule-shaped customer figure at the far front. A dark PC case with a translucent blue glass front sits associated with the workbench. Along the back wall are four separated chunky shelves/racks, each displaying a glowing colored rectangular computer part: orange CPU on the far left, blue GPU left-center, green RAM right-center, and yellow PSU far right. Keep the visual composition and palette close to the reference: deep navy walls and furniture, bright cyan/blue accents, and colored parts.

Implement the core loop as a timed sequence of random customer jobs. At the start and after each completed job, generate either a Build Order (about 55% chance) requesting three distinct parts chosen from CPU, GPU, RAM, and PSU, or a Repair Order requesting replacement of one randomly selected faulty part. The current order is shown in the HUD. The player must walk around the shop, approach a displayed shelf, pick up its part, carry it to the workbench, install it, and then approach a blue circular submission pad near the customer/front desk and submit the job. Interaction is done with E when the targeted object is within roughly 3 meters and centered in view. Picking up a shelf part makes it the held part; interacting with the workbench installs the held part into its matching slot and clears the held item. A build succeeds only when every requested part is installed; a repair succeeds when the faulty part’s matching slot is installed. Submitting an incomplete or incorrect setup is a failed job.

Use WASD or arrow keys to move, mouse movement to look while pointer lock is active, Shift to sprint, and Space to restart after game over. Clamp player movement to the room bounds. Show a centered contextual prompt such as “Press E to grab CPU,” “Press E to install held part,” or “Press E to submit job.” Add simple pickup/install/success/failure synth sounds if available, but gameplay must work without audio.

Create a fixed transparent HUD over the 3D view. Top-left: title Byte Bench, current job type, request text (for example “Install: CPU, GPU, RAM” or “Replace faulty PSU”), and “Held Part: Empty/CPU/etc.” Top-right: Cash, Score, Reputation, and Combo counters. Bottom-left: Workbench Slots listing CPU, GPU, RAM, and PSU as Installed or Empty. Bottom-right: a labeled Patience bar with a green-yellow-red horizontal fill and a hint/control message. Start with reputation 5, score 0, cash 0, and combo 0. Each order has a draining patience timer; build jobs start around 28 seconds and repair jobs around 24 seconds, with available time gradually reduced as the run progresses but bounded at roughly 14 seconds for builds and 11 seconds for repairs. If patience reaches zero, reset the combo, subtract one reputation and 30 score (not below zero), show an angry-customer hint, and move to the next order unless reputation reaches zero.

On a successful submission, increment combo, award cash equal to 40 plus 10 times the new combo, and score equal to 100 plus 25 times the new combo. On failure, reset combo, subtract one reputation, and remove 50 score without going below zero. Show success/failure feedback in the hint area. When reputation reaches zero, pause the game and display a dark overlay card reading “Shop Closed,” “Your reputation hit zero,” and “Press Space to restart the day.” Restart resets score, cash, reputation, combo, timers, held part, and begins a new random order. There is no final ending; it is an endless arcade loop that becomes faster over time.

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