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Arcade › Chef's Rush
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Chef's Rush was built by SEBASTIAN STORM 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 Chef's Rush 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.
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 small 3D top-down/isometric arcade kitchen game titled “Chef's Rush.” Use a Three.js-like WebGL scene with a warm, low-poly/cartoon style, soft shadows, simple geometric characters and counters, and a fixed/third-person top-down camera that follows or targets the player. The room is a rectangular kitchen with a dark reddish-brown background/fog, a brown floor, a dark back wall, and four chunky counters: a long preparation counter across the far/north side, a long serving counter across the near/south side, and narrow counters along the left and right sides, leaving a central walkway. The player is a stylized chef standing near the serving side: a white rounded body, orange apron panel, peach head, and white cylindrical chef hat. Move the chef around the kitchen using WASD or arrow keys, and support a mobile virtual joystick/touch movement control. Add a prominent orange “ACT” button at the lower-right for touch play; keyboard E or Space performs the same action. Place exactly three dishes on the preparation counter at the far side, spaced left-to-right: a burger on a plate, a pizza on a plate, and a bowl of soup. Use recognizable low-poly food models or simple equivalents, with plate/bowl presentation visible. Put exactly three customers along the serving side at the near/south side, spaced left-to-right. Each customer is a simple low-poly person with a peach head and a differently colored body: cyan/blue on the left, purple in the middle, and green on the right. Add floating world labels above the stations reading “PREP: PICK UP” and labels above customers reading “CUSTOMER.” Implement the core interaction as a strict three-step order loop. When the chef is within about 1.45 world units of an uncollected preparation dish and presses ACT/E/Space, pick up that dish and show status text such as “You picked up burger. Eat it before serving.” The chef must then press the action once more while carrying it to taste it; show “Chef tasted the burger. It is ready to serve!” (Use the corresponding dish name.) Only after tasting, when near an unserved customer within about 1.5 units, pressing the action serves the order. Mark that customer served, increment the counter, clear the carried dish and tasting state, and show “Order served. Pick up the next dish.” After all three are served, show “All customers are happy! Great service.” Change the served customer's body color to a bright mint/green to visibly indicate completion. Do not add combat, timers, health, lives, inventory menus, or extra recipes. The HUD should be a fixed overlay over the 3D view. In the upper-left, use a dark translucent rounded panel with the title “Chef's Rush,” an instruction/status line initially reading “Collect a dish from the counter, taste it, then serve a customer.” and a score line “Served: 0 / 3,” updating through 1/3, 2/3, and 3/3. In the lower-right place the orange rounded ACT button. Along the bottom center show a dark translucent hint: “Move with WASD / arrows or the joystick. Press E or ACT near something.” On small screens move the hint upward so it does not overlap the action button. Use warm lighting: a cream/orange hemisphere light, a strong golden directional light casting soft shadows, and a warm orange point/fill light. Keep the camera and labels readable, with labels projected above their world positions and fading when behind the camera.