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Create a playable browser 3D game titled “Circuit Parlor,” a family-entertainment restaurant tycoon by day crossed with first-person mascot survival horror by night. Use a low-poly, stylized Three.js-like presentation with Kenney-style restaurant furniture and colorful Quaternius animated mech mascot characters. The overall UI should be dark and atmospheric: rounded translucent near-black HUD panels, gold/yellow accent text and buttons, muted burgundy/purple restaurant colors, warm yellow day lighting, and deep blue-black/red emergency lighting at night. The opening screen is a centered rounded dark card over a dim burgundy restaurant background. It says “Circuit Parlor,” explains “Build the family entertainment restaurant by day. Survive your neglected mascots by night,” lists WASD movement, mouse-drag look, F flashlight, and E interact, and has a gold “Start Shift” button.
Build a small enclosed restaurant shell, approximately 16 by 12 world units, viewed from a first-person camera at standing height. The floor is dark reddish-brown with a subtle checker/tile pattern. Surround it with mauve-purple walls and a thin gold stripe, with a stage at the far/north end: a dark raised platform and black curtain. Place a security desk near the south entrance, a kitchen counter along the west side, four rectangular glowing ceiling lights, two security doors at the left and right sides near the south end, and a few colorful/red wall poster panels. Add low-poly dining tables with chairs, blue arcade-machine blocks, kitchen cabinets, and glowing party decorations as upgrades are purchased. Customers are simple colorful capsule-like figures that enter near the south side, move to random seating locations, stay briefly, then leave.
The game starts on Day 1 at 12 PM with approximately $450, reputation 3.0 stars, capacity 8, morale 74%, cleanliness 90%, two tables, one stage, one kitchen, one cashier, one performer, and three animatronic mascots on the stage. The top HUD must show phase/day, money, star reputation, capacity, morale during daytime or power during nighttime, and the current clock. Show short toast notifications in a stack at the upper-right. During the daytime, show a lower-left “Management Office” panel explaining that clean, staffed, attractive restaurants earn more and poor maintenance worsens the night. Provide buttons for: buy Table (
20), Arcade (
80), Room ($350), Kitchen (
20), Security (
60), Decor ($90), Research (
00), Repair Minigame, Clean Minigame, Cook Rush, Birthday Event, and End Day. Also provide staff buttons to hire Janitor ($70), Tech ($90), and Guard (
10), plus current staff counts and the latest customer reviews.
Implement the daytime tycoon loop. Time advances while the restaurant is open, customers spawn until capacity is reached, visit for a short period, spend money, and leave reviews. Customer spending increases with arcades, kitchen upgrades, and reputation. Reviews are based on decorations, cleanliness, and animatronic reliability, and update the 1–5 star reputation. Cleanliness gradually falls, reduced more slowly by janitors; morale gradually falls but is helped by performers. Random daytime events include a health inspection affected by cleanliness, a celebrity streamer who pays more when arcades exist, a mascot servo fault that reduces reliability, a power blink that reduces power, and a secret newspaper clue. Buying a table adds four capacity and furniture; buying an arcade raises popularity; buying a room adds eight capacity, raises popularity, and can reveal a newspaper clue; buying a kitchen adds supplies and improves food income; buying security raises available night power; buying decor raises reputation; research unlocks text about servo joints, mascot behavior, the Ancient Prototype, and cosmetic shells, with the third research purchase revealing the prototype secret. Hiring staff changes morale, maintenance, or security.
Include short modal skill-check minigames. Show a dark centered modal with a title, instructions, a horizontal meter, and Tap/Quit buttons. A moving meter must be tapped repeatedly in the bright center band. Repair restores the least reliable mascot and pays a small reward; Clean restores cleanliness and reputation; Cook Rush consumes supplies and awards cash based on kitchen upgrades; Birthday Event costs money and, if completed, awards cash and reputation. Pressing E during daytime should start an appropriate cleaning or repair task when cleanliness or reliability needs attention.
When End Day is pressed or daytime reaches 10 PM, switch to night. Change the scene to almost black blue-black fog with very low ambient/day light and a strong dim red emergency light. The security panel should say to survive until 6 AM and explain that doors and cameras drain power, the flashlight exposes some threats but attracts others. Show controls for left/right security doors, Audio Lure, and Hide, plus a 3-by-2 camera grid labeled CAM 1 through CAM 6. Camera cells should turn red and say MOTION when an animatronic is in their computed zone; otherwise say clear. Number keys 1–3 select cameras, though the camera grid is primarily a warning display.
The player freely walks around the restaurant in first person at night. WASD or arrow keys move, mouse dragging looks around, F toggles a forward flashlight, E interacts with the security desk/hiding area, H toggles hiding, and L activates an audio lure. The flashlight has a battery and consumes generator power; closed left/right doors consume power; the audio lure costs power and has a cooldown, briefly creating a blue beacon at a random location and playing a warped birthday-song lure. The player can hide under the security desk near the south side; movement is disabled while hiding. Track power, flashlight battery, generator heat, player health, and fear. If power reaches zero, the flashlight shuts off and emergency lighting becomes weaker. Survive until the night clock reaches 6 AM, then freeze the mascots, award a cash bonus, degrade their reliability/wear, and begin the next day with restored daytime lighting and updated mascots.
Use three distinct animated mech mascots placed on the stage: Bruno, based on the brown/orange George model, is a sound hunter and follows player movement or lure sounds; Luma, based on the purple Leela model, is a sight hunter and is attracted to the player when the flashlight is on; and Mox, based on the teal Mike model, performs random patrols. They should roam through the restaurant at night, choose targets periodically, move faster as reliability falls, and have persistent wear and reliability values. A mascot close to the player increases fear and, after sustained proximity, damages health; Bruno can occasionally detect breathing while the player is hiding. A blocked left or right security door prevents a mascot at that corresponding side from harming the player. If health reaches zero, show a “Shift Failed” center card describing which mascot found the manager, report secrets found, and offer “Reload Autosave.”
Persist a save slot in local storage, autosaving periodically and retaining management stats, day, money, reputation, staff, upgrades, cleanliness, research, secrets/story flags, and mascot wear/reliability. Include the mobile interface: a translucent virtual joystick at bottom-left and four bottom-right action buttons labeled Light, Use, Hide, and Lure. Keep the visual style cohesive: low-poly geometry, simple colored materials, soft shadows in daytime, strong fog and red emergency atmosphere at night, gold/yellow UI highlights, rounded HUD cards, and concise toast feedback. Do not add unrelated mechanics such as freeform building placement, franchise maps, extra locations, or additional minigames beyond those specified.