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Arcade › Counter Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ameer KH built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Counter Rush yet. Play it, then tell Ameer KH what you would add next.
Counter Rush was built by Ameer KH 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 Counter 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 playable browser game titled "Counter Rush" set in a cozy stylized 3D cafe, viewed from a fixed elevated perspective behind the service counter. Use a Three.js-like scene with a warm cafe interior: a large tan floor, cream back and side walls, a long dark coffee-colored counter across the foreground/middle of the room with a pale cream countertop, a menu board on the back wall with dark brown backing and simple peach/green decorative lines, a coffee machine on the left side of the counter, and two small cafe tables with chairs in the background. Use soft warm lighting, shadows, pastel materials, and a slightly foggy teal-tinted atmosphere. The visual style is clean, low-poly/asset-based 3D with a cozy cafe palette of cream, brown, peach, mint, and tan. Place a line of five stylized blocky animated customers on the customer side of the counter, arranged horizontally from left to right. They face toward the counter/service area and have idle animations. The gameplay is entirely about serving the customer at the front of the line: at the top center, show a cream rounded order card reading "FRONT CUSTOMER WANTS" and a large drink request selected randomly from three possibilities: "🥛 Latte", "🍵 Tea", or "🍫 Mocha". At the bottom center, show three large rounded, tactile buttons labeled with those exact drinks and matching emoji/icons: Latte on a peach/light orange button, Tea on a mint/light green button, and Mocha on a warm beige/brown button. Buttons should have dark brown outlines, a subtle offset shadow, and a pressed/down visual state; they must work with mouse, pointer, and touch input. Start a 60-second shift timer. The top HUD should be a fixed overlay with a left rounded cream panel showing the bold title "Counter Rush" and the subtitle "Serve the line before patience runs out"; a right rounded cream stats panel showing money/score, streak, and remaining time with icons in this order: 💰 score, 🔥 streak, ⏱ timer. Initialize score and streak to 0 and timer to 60. Keep the HUD readable over the 3D scene, with dark brown text and borders, rounded corners, and soft shadowing. On narrow screens, adapt the top layout so the order card can move below the top row and the buttons remain usable. When the player taps the drink matching the current front customer's request, award 10 points plus 2 additional points for every existing streak level, then increase the streak by one. Show a temporary dark rounded toast near the bottom reading "Served!", changing to "Perfect streak!" when the resulting streak is greater than 2. Remove the first customer from the queue, shift the remaining customers forward, spawn a replacement at the back/right of the line, and randomly choose a new request. The visible queue should remain about five customers. When the player selects a wrong drink, do not change the queue or score; reset the streak to 0, subtract 3 seconds from the timer without going below zero, and show a temporary toast reading "Wrong drink — -3 seconds". Ignore drink input after the shift ends. Continuously count down the timer in real time, clamping it to zero. When it reaches zero, end the shift, stop accepting service inputs, and show a temporary toast reading "Shift over — refresh to play again". Keep the scene and customers rendered while ended. The core loop should include the 3D camera, lighting, idle customer animations, queue movement, request randomization, scoring, streak bonus, wrong-answer time penalty, responsive HUD, and touch-friendly controls; do not add weapons, character movement, extra drink types, inventory, lives, or other game systems.