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Cat Cafe

  • 3d
  • arcade
  • time-management
  • casual
  • cats
  • mobile
  • clicker
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. Sidney Cain built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cat Cafe yet. Play it, then tell Sidney Cain what you would add next.

Make your own game

Cat Cafe was built by Sidney Cain 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 Cat Cafe 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 Cat Cafe

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.

Rebuild a mobile-friendly 3D arcade time-management game titled “Cat Cafe.” Use Three.js-style low-poly primitives with a fixed elevated perspective camera looking down into a cozy dessert cafe. The scene should have a dark plum/brown background and fog, warm soft lighting and shadows, a large cream circular floor platform, a pink circular rug, and a cafe counter at the far/back edge. The counter is a rounded brown rectangular bar with a pale pink top and three small translucent aqua dessert jars topped with golden lids. Behind it is a dark mauve wall with a large blank golden sign on a pale post. Keep the camera centered on the play area and scale responsively to portrait and desktop screens.

Place five small round cafe tables with cream tabletops, pink circular mats, and single brown pedestal bases: three in the nearer/middle area (around left, center, and right) and two farther back left and right. Each table can hold at most one cat. Cats enter from the front of the cafe, walk to an open table, and sit just in front of it facing into the scene. Build each cat from simple low-poly meshes: a rounded spherical body, smaller head, two pointed ears, two front paws, a raised angled tail, and a colored collar. Randomize fur among peach/orange, light gray, near-black, cream, pinkish, and white tones. Give each cat a randomly selected bright accent/order color from pink, yellow, mint, or light blue.

The core loop is: cats periodically enter and claim open tables; when a cat reaches its table it becomes waiting, showing a bright rotating glowing ring on the floor around it and a floating white order bubble above its head containing a small colored dessert/treat shape. The player taps/clicks the waiting cat to serve it. Make the cats gently bob and wiggle, rotate the ring, and animate the order bubble. Use an invisible enlarged cylinder around each cat as the clickable hit target, but only waiting cats should respond. A waiting cat has roughly 11–15 seconds of patience. Make the ring/bubble visually signal urgency by changing/scaling as patience falls. If patience expires, hide its indicators and have the cat storm out toward the front; this is a missed order.

Serving a waiting cat hides its order indicators, briefly celebrates it, then sends it happily out toward the front after about 1.8 seconds. Add a burst of about eight small colored sparkling particles above the cat when served. Maintain score, combo, best combo, served count, missed count, stars, and time. Start each round with 60 seconds, 0 score, 5 stars, and 0 combo. A successful serve increments combo and awards 10 + min(20, combo*2) points. Every fifth consecutive serve restores one star, up to a maximum of five, and displays a combo message. A missed order resets combo, increments missed, and removes one star. The cafe spawns cats roughly every 3.4 seconds initially, with the interval gradually becoming faster as score increases but never below about 1.15 seconds; only spawn when a table is open. The round ends successfully when the 60-second timer reaches zero, or immediately as a loss when stars reach zero.

Create a translucent dark glass-style HUD over the 3D scene. At the top, show three rounded panels labeled SCORE, STARS, and TIME with large white values, initially 0, 5, and 60. Put a circular white pause button with a pause icon near the upper-right. At the bottom center show a rounded dark message bar with contextual messages such as “Tap the cats when they settle at a table to serve them,” “A cat is ready to order. Tap them before they leave,” “Served! +10 points,” “A cat stormed out — keep the tables moving,” and pause/resume messages. Provide a restart/play-again button when the game ends.

Before play begins, show a centered modal overlay with a blurred/dimmed cafe behind it. The modal is a rounded dark plum card with the large white title “Cat Cafe,” the subtitle “Run a tiny dessert bar for a room full of impatient cats,” three paw-bullet instructions explaining that tapping a waiting cat serves its treat, fast serving builds combo points and extra stars, and missing too many orders empties the cafe, plus desktop instructions “click cats — P pauses, R restarts.” Include a prominent pill-shaped gradient button labeled “Open the Cafe.” On game over, reuse the modal with either “Cafe Closed” and a summary of cats served and points, or “Rough Shift” and a loss message, followed by best combo and missed orders and a “Run It Back” button. The pause button and keyboard P toggle paused state; R restarts. Support pointer/touch tapping as well as mouse clicks. Add subtle synth/bell feedback for cats becoming ready, serving, and missed orders if audio is available.

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