Appearance
Arcade › Closet Counter
Click the game above and it runs right here in your browser. No download, no installer, no account needed. brewer.jaelin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Closet Counter yet. Play it, then tell brewer.jaelin what you would add next.
Closet Counter was built by brewer.jaelin 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 Closet Counter 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.
Rebuild a mobile-friendly 3D shop-management interaction game titled "Closet Counter". Use a fixed first-person/overhead perspective inside a small pastel retail store: the camera is high at the front of the room, looking down across a pale blue rug and display furniture, with very limited drag-to-look camera movement. The room should have a light gray floor, white back and side walls, soft fog, bright diffuse lighting, and a thin yellow ceiling trim. Place three stylized low-poly display platforms: a pink checkout counter toward the left rear, a larger pink front display near the center, and a blue side display toward the right. Add simple floating/printed labels on the platforms reading "CASHIER", "NO ITEM", and "PRICE $35". Include a rear shelf area with simple bag/box merchandise models and two small cardboard boxes on the floor near the player. On each of three display locations (front, side, and back) show a glowing pale-yellow rectangular restock slot; when a slot is filled, hide that slot and place a small purple handbag/package on the display. The main goal loop is: open an unopened box, then restock an empty display slot. The initial state is money $321,043, 24 gems, STAT 73, LEVEL 09, 2 boxes, 0 stock, 4 customers, and price $35. Tapping OPEN BOX consumes one box, marks the box as open, increases available stock by one (up to three), and changes the task message to "Box opened — drag goods to a display". While a box is open, tapping RESTOCK or tapping an empty glowing display slot fills the first available slot (or the selected slot), increases stock by one and money by25, increases STAT by 7, and closes the open-box state. The intended instruction is to open a box and then restock a glowing slot. If the player taps RESTOCK without an open box, show "Open a box first"; if there are no boxes, show "No unopened boxes left"; if a slot is already filled, do nothing. Once stock reaches three, clear the urgent state, change the message to "TASK COMPLETE: Displays are ready", and add two customers. Provide bottom action buttons with these exact labels and approximate order/colors: OPEN BOX in pink, RESTOCK in pale green, PRICE -$5 in pale blue, PRICE +$5 in pale blue, EXPAND in pale yellow, and SERVE in lavender. The price buttons alter the price by $5, clamped from50 to expand". SERVE consumes one stock, removes one customer down to zero, adds the current price to money, increases STAT by 3, and displays "Sale complete — customer is happy". If no stock is available, display "Restock before serving customers". Render a large HUD overlay over the 3D scene. At the top, use a dark navy translucent bar showing the money at left, a gold diamond followed by gems, green STAT, and cream LEVEL with a two-digit level format. Beneath it, show a white task card with a magenta heading initially "URGENT TASK", the message "URGENT: Restock the front display", and the sub-instruction "Fill 3 shelves to earn a bonus". Near the lower portion, show the live line "Boxes: 2 Stock: 0 Customers: 4 Price: $35" and an instructional callout with a pink triangle: "Tap OPEN BOX, then RESTOCK a glowing slot"; hide that callout after the store is expanded. Keep the visual style clean, flat, pastel, toy-like, and low-poly, with crisp dark-blue sans-serif UI text and simple rectangular outlined buttons. Support pointer/touch taps on HUD buttons and 3D display slots, plus dragging on the right side of the screen to adjust the camera yaw and pitch within a restrained range.0 to $90, and show "Price updated to $X". EXPAND costs50 if the player has enough money, then marks the store expanded, increases level by one, adds five gems, and displays "Level up! New accessory wing unlocked"; if insufficient funds, display "Need