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Desert Lab Hustle

  • tycoon
  • strategy
  • management
  • arcade
  • threejs
  • desert
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. maisonalvey750 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Desert Lab Hustle was built by maisonalvey750 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 Desert Lab Hustle 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 Desert Lab Hustle

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 browser-playable game titled “Desert Lab Hustle,” a fictional desert workshop/contraband-management tycoon with an emphasis on abstract goods only. Use a warm, stylized low-poly 3D scene rendered with Three.js and an orthographic camera: a flat sandy ground and road-like dark stripes, rust-red mesa blocks at the left and right edges, several teal cacti, and a small white mobile lab van in the foreground. The van should have a teal stripe, dark window and wheels, and gently bob/rock while drifting slightly side to side. Add three simple signboards on posts in the background, with the center sign amber-colored and the outer signs pale cream. Use chunky box geometry, flat warm desert colors, dark ink outlines/shadows in the UI, and a sunset palette of orange, ochre, cream, teal, rust, and amber.

The game is primarily a click/tap management interface over the animated 3D backdrop. Start each run with 
20 cash, 12% heat, zero stock, zero abstract supplies, day 1, zero rival heat, and a 1× income multiplier. The goal is to build fictional goods, sell them, manage cash and heat, respond to rivals and timed events, and survive the five-minute police-raid clock. The main product is fictional “amber chips”: the player buys three abstract supply crates for $35, then spends two supplies to make a batch. Without Lab Tools this produces one chip and adds 6 heat; with Lab Tools it produces two. The UI must explicitly state that there are no real-world recipes and that the goods are fictional/abstract. Include additional fictional product routes: spend $45 to make one fictional iron gear, adding 9 heat; spend $55 to pack one fictional white-dust package, adding 11 heat. Stock should combine all three product types in the HUD, while each type is tracked separately for sales. A quiet amber-chip sale pays a base $70, or
05 with Local Contacts, plus
5 with Refined Shell; it adds 7 heat. A risky buyer consumes one amber chip and pays
30, or +$60 with Premium Seal, and adds 19 heat. Iron gear sells for $95, or +$45 with Iron Gear Mod, and adds 15 heat. White dust sells for
10, or +$55 with Sealed Dust Pack, and adds 17 heat. Every action that advances the day increases heat; the Quiet Van reduces most action heat to 55% rounded up with a minimum of 1, and every third day adds a smaller extra heat increase (2 with the van, otherwise 4). “Lay low” costs
0 and advances one day while removing 10 heat, or 20 with Clean Front. Show a prominent top HUD with cards for the title/subtitle, Cash, Heat percentage, Stock, Raid countdown starting at 5:00, Auction countdown starting at 2:30, Rivals heat, Rebirth count/multiplier, God Mode status, and a multiplier progress bar. Include a status/instruction card saying to build fictional goods, manage rival pressure, and survive the five-minute raid clock. At the bottom/center provide large high-contrast buttons for: Buy supplies $35, Make amber chips, Make iron gear, Pack white dust, Sell amber, Sell iron gear, Sell white dust, Risky buyer, Outbid rivals $60, Enter auction, Lay low -
0 heat, Rebirth, and Restart run. Buttons should disable when the player lacks the required cash or stock and show brief centered toast/status messages after actions. Implement the timed systems. The raid timer counts down in real time and resets every five minutes. At a raid, if heat is at least 40% or any goods are stored, remove all stored goods and take $30 plus
2 per stored item (capped by available cash), reduce heat by 25 but not below 8, and increase rival heat by 2; otherwise call it a quiet raid and reduce heat by 10. The auction timer counts down from 2:30; when it reaches zero show “AUCTION OPEN.” Entering the auction consumes the best available lot in priority order white dust, then iron gear, then amber chips, and pays
10 for white dust,
85 for iron gear, or
55 for amber, with the respective item upgrade bonuses; it adds 12 heat and resets the timer. Every 45 seconds rival pressure increases by 1 up to 9. At rival heat 6 or more, rivals can take
0 every 45 seconds when cash is available and add 4 heat. “Outbid rivals” costs $60, reduces rival heat by 3, and adds 3 heat. Heat reaching 100% ends the run with a patrol-raid game-over message. Restart resets the run to the initial
20/12% state while preserving rebirths. Add a shop-upgrade panel that can be collapsed: Lab Tools $90 (make two chips), Quiet Van
10 (reduce action heat), Local Contacts
40 (increase quiet-sale payout), Clean Front
80 (improve lay-low reduction), Fan Network
60, Fan Efficiency I
00, and Fan Efficiency II
80. Fan Network can be toggled on/off and holds heat at or below 19%, but drains
every second; Fan Efficiency I changes upkeep to every 2 seconds, and Efficiency II to every 3 seconds. It shuts down if cash runs out. Add an item-upgrade branch: Refined Shell $75, Premium Seal
15, Stable Batch
50 (chip production adds only 3 heat instead of 6), Iron Gear Mod
25, and Sealed Dust Pack
25. Support a rebirth system: when the player has enough cash, Rebirth costs $400 times (current rebirth count + 1), resets the run and upgrades but increases the persistent rebirth count; each rebirth raises all sale/auction income by one multiplier level, capped at 100×/99 rebirths. Display the next rebirth cost and multiplier progress, and label the rebirth button with its resulting multiplier. Include the visible HUD/brief/actions/collapse controls so the player can hide the top HUD, help text, action controls, or collapse all panels for a less obstructed view. Include a keyboard G toggle for the existing God Mode, visibly showing ON/OFF; when ON it prevents heat-based game over and lowers current heat to at most 19%, while normal timers and actions continue. Make the layout responsive: desktop shows the full upgrade grid and many HUD cards, while narrow screens reduce card sizes, wrap controls, and use a four-column upgrade grid. Use bold system sans-serif text, cream panels with thick dark borders and offset shadows, and bright color-coded buttons: yellow for supplies/crafting, orange for ordinary sales, rust for risky buyers, teal for rival/auction actions, and muted cream for laying low/reset.

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