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COPPER & EMBER

  • restaurant
  • management
  • simulation
  • mobile
  • casual
  • time-management
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. Tussy Fat built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about COPPER & EMBER yet. Play it, then tell Tussy Fat what you would add next.

Make your own game

COPPER & EMBER was built by Tussy Fat 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 COPPER & EMBER 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 COPPER & EMBER

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.

Recreate a portrait-oriented mobile restaurant management game called “COPPER & EMBER: BISTRO SIM.” Make it a single-screen-width cozy bistro UI, approximately 430px wide and full viewport height, centered on a very dark brown/black page with a warm charcoal-brown interior. Use a restrained palette: charcoal #2c2522, dark brown #1f1a17, wood #3a2f2f/#4a3f38, cream #f5f0e6, muted gold #c5a46e, and ember orange #d97757. Use Inter for interface text and a refined serif/display treatment for the title where appropriate. The presentation should be polished, compact, rounded, and game-like, with gold borders and accents, subtle shadows, gradients, and ember glow.

At the very top, show a header with a gold circular level badge reading “L12,” “LEVEL,” and “1,480 / 2,000 XP,” plus cash “$4,250” and gem currency “◆ 68.” Under it show a Daily Goal strip with a progress bar at about 40%, text “Serve 18 more customers,” and “12/30.” Keep a fixed bottom navigation bar, about 68px tall, dark brown with a gold top border, containing icon/text buttons for Play, Staff, Goals, Store, and Menu; the selected tab has a lighter brown background and cream text.

The default Play/Dining Floor screen should scroll above the bottom bar. At its top, show the small gold label “DINING FLOOR,” the title “Copper & Ember,” and on the right a “RUSH” label with a live time such as “12:47.” Below it place a dark rounded restaurant scene panel about 280px tall with an inset shadow and thin brown border. Inside, display a 2x3 grid of six large rounded dark-brown table cards. Empty cards show a semi-transparent chair emoji/icon, “Table 1” through “Table 6,” and “Empty.” Occupied cards show a customer emoji/avatar, table number badge, a horizontal patience bar that can turn gold/amber/red, a speech bubble containing the order, and “WAITING” or “SERVED.” Seed the initial scene with customers at Table 1 ordering Truffle Pasta, Table 3 ordering Ember Steak, and Table 5 ordering Grilled Salmon; also seed active tickets for the first two. Clicking an empty table or “SEAT NEW GUESTS” creates a random guest at an available table. Random orders come from Truffle Pasta, Ember Steak, Grilled Salmon, Mushroom Risotto, Burger & Fries, and Seared Scallops, with varied emoji customers. Guests lose patience over time, may leave at zero, and rush mode periodically seats new customers. Clicking an occupied table serves that customer, awards a random tip (
2–29), increases total customers served and XP, marks them served, then removes them shortly afterward. Include buttons “SEAT NEW GUESTS” and “SERVE ALL.” Overlay the dining scene with a gold-bordered black chalkboard in the upper-right reading “TODAY’S SPECIALS” and bullet items Truffle Pasta, Grilled Salmon, Ember Steak, and Mushroom Risotto. Add a small gold-bordered CASH register card in the lower-left showing a calculated cash amount; clicking it gives a random cash reward of roughly $80–129 and XP with a brief scale feedback. Add a “GO TO KITCHEN →” hint in the scene that switches to the kitchen. Under the scene show “Customers seated: …/12” and “Tips earned:
84” in small gold/amber text. A subtle Three.js decorative dining accent may sit behind/alongside the UI: a warmly lit brown floor with four simple round tables, gold candle cylinders, a perspective camera, and transparent rendering; the functional HTML table cards remain the main visible interaction. The Kitchen screen is another Play-area screen. At the top show “ACTIVE ORDERS,” a live “LUNCH RUSH • …m” timer, and a horizontally scrolling row of cream ticket cards. Each ticket shows Table number, countdown seconds, and order; clicking a ticket serves the matching guest and removes the ticket. Below, use a two-column layout with GRILL and BOIL stations. Grill has four circular cast-iron-style pans in a 2x2 grid, each about 92px, with dark inset shadows. Empty pans read EMPTY. Clicking an empty pan consumes oil and makes it sizzling; clicking an oil-filled pan uses a prompt to choose steak or patty, consumes pantry stock, shows a food emoji (🥩 or 🍔), animated steam, orange glow, and a cooking progress strip. Steak cooks for 18 timer units and patty for 11; clicking a still-sizzling food pan finishes it, awards steak $38 or patty
7 plus XP, completes a matching steak/burger ticket when applicable, increments served count, and clears the pan. If cooking reaches its limit before being collected, the pan becomes BURNT with a fire icon; clicking clears it. Include a trash action that clears an in-use pan. The BOIL station has a BURNER ON/OFF button, a pot/🍲 panel and status “WATER BOILING,” “OFF,” “COOKING…,” or “READY! +$…”. Clicking with the burner on prompts whether to add pasta or use greens, consumes pantry stock, awards
6 for pasta or
4 for greens and XP, and animates boil progress; with burner off show an alert-like message requiring the burner. Below, add a DRINK STATION with four gold-bordered vertical dispensers: Cola, Lemon, Ice Tea, and Water. Each has a colored liquid fill and percentage; clicking raises its level by 34%, or resets a full dispenser, and awards $8 plus XP, with a chance to count a drink customer served. At the bottom show a compact PANTRY strip with clickable inventory tiles for Oil, Steak, Pasta, Greens, Patty, Bun, using the visible food emojis and counts, plus a red-accented Trash tile. Seed inventory at Oil 18, Steak 9, Pasta 14, Greens 22, Patty 11, Bun 15; seed drink levels Cola 48%, Lemonade 21%, Ice Tea 72%, Water 11%. The Staff & Management screen should show “STAFF & MANAGEMENT,” “Team Efficiency: 78%,” a NORMAL/SOLO segmented toggle, and “Daily Wages:
84.” Render four rounded brown staff cards with gold borders: hired Chef Marco (Chef Lv.4), Lila Voss (Server Lv.3), Theo Grant (Dishwasher Lv.2), and an initially unavailable Nina Hale (Barista Lv.3). Each card shows an emoji avatar, role/level, three labeled progress bars for Speed, Burn Prev, and Tips, and either an UPGRADE $420 button with wage or a HIRE button. Seed stats: Marco 82/75/68 wage $62, Lila 68/40/92 wage $38, Theo 55/88/25 wage
9, Nina 70/65/82 hire cost
,250 wage $41. Hiring subtracts cash and updates staffing; upgrading costs $420 and raises level/stats. Normal calculates average efficiency from hired staff; Solo reduces displayed efficiency to 60%. The Goals screen should be titled “MILESTONES / Today’s Achievements” and show four clickable progress cards with bars and rewards: “Serve 50 steaks” 27/50, reward +$420; “Earn $5,000 in a day” 4250/5000, reward +35 gems; “Serve 18 more customers” 12/30, reward +
80; and “Hire 4 staff members” 3/4, reward +25 gems. Completed goals get gold border/background and a CLAIMED indicator; clicking a completed goal grants its cash or gem reward. The Store screen should be titled “STORE / Upgrade your bistro” and show rounded upgrade rows for “Faster Cooking” (+25% cooking speed) costing $980 and “Better Tips” costing
,450. Clicking a purchasable item subtracts cash and displays a short success message; insufficient funds display a warning. The Menu bottom-nav button opens a bottom-sheet modal titled “Today’s Menu” with cream/dark rounded styling and rows: Truffle Pasta
8, Ember Steak $32, Grilled Salmon
7, Mushroom Risotto
1, Classic Burger
6, plus a close X and “Tap outside to close.” Implement a real-time day loop: one real second advances one game second, with a 600-second/10-minute day. Start around day time 767 seconds (12:47-style display), use a lunch rush state, decrease guest patience and ticket timers, periodically add guests, and update the visible countdowns. At day end, award bonus earnings equal to 9% of current cash, add XP, show an end-of-day message, reset time/customers/tickets/pans/drink levels, reduce customers-served progress to 40%, rerender, and begin the next day. Keep all interactions tactile with cursor/tap feedback, rounded cards, gold progress bars, warm shadows, subtle sizzle/steam animations, and compact mobile-first spacing. Do not add unrelated mechanics or features beyond these restaurant screens, counters, timers, staffing, goals, upgrades, tickets, pantry, cooking, and serving interactions.

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