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초록빛 카페

  • 3d
  • first-person
  • cafe-management
  • simulation
  • timed-service
  • korean-ui
  • low-poly
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

초록빛 카페 was built with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

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Read the build brief for 초록빛 카페

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 first-person 3D café management game titled “초록빛 카페” (Green Café), with Korean UI and a cozy stylized low-poly aesthetic. The player runs a small plant-filled café in a rectangular enclosed room: muted green floor, cream back/side walls, warm brown wooden service counter at the back, espresso machine, blender, sink, four small round wooden tables with central legs and four blocky chairs each, decorative cream planters with green leaf clusters, two larger imported potted plants near the back corners, and a wooden wall menu board with a cream paper panel. Use soft shadows, warm directional sunlight, green ambient lighting, and mild green fog/background. The camera is an FPS camera with a centered circular crosshair; movement is WASD, mouse controls the view, Shift runs, Space jumps, and E interacts. Start with a full-screen dark translucent overlay and centered rounded panel. Show the title “초록빛 카페”, the subtitle explaining that the player takes orders, makes drinks, and serves customers to reach the target sales, the controls line “WASD 이동 · 마우스 시점 · E 상호작용 · Shift 달리기 · Space 점프”, and a lime-green “영업 시작” button. After starting, show a top HUD with rounded translucent dark panels: today’s sales (starting at ₩0), reputation (starting at ★ 3.0), remaining time (02:00), and daily goal (₩3,000). At upper left below the stats, show a “현재 주문” panel. At the bottom center show temporary Korean feedback messages and an interaction prompt such as “E · 주문 받기”; keep the center crosshair visible.

Implement the core timed service loop exactly: the session lasts 120 seconds and ends when the timer reaches zero. Customers are simple stylized figures made from colored capsule-like bodies and peach spherical heads. There are four customer slots initially positioned around the café, but one customer at a time becomes active and moves to the service position near the counter/front area. Each active customer receives one randomly selected order from exactly three menu items: Americano ₩1,000, Latte ₩1,500, or Matcha Latte ₩1,800. The order panel displays the drink name and price. The player must physically approach the active customer and press E to take the order; then approach the preparation area/counter and press E to prepare ingredients; then approach the espresso machine and press E to make the drink; then return to the active customer and press E to serve. For an Americano the recipe text is “원두 → 에스프레소 머신”; for a Latte it is “원두 + 우유 → 에스프레소 머신”; for a Matcha Latte it is “말차 + 우유 → 블렌더”. The UI recipe/status text should progress from asking the player to approach the customer, to “재료를 들고 제조대로 가세요.” after ingredient preparation, to “완성된 음료를 들고 손님에게 가세요.” after manufacture. Use proximity checks roughly equivalent to 3.2 units for customer interactions, 3.5 units for the ingredient preparation point, and 3 units for the espresso machine. Only allow each action in the correct sequence, with no explicit inventory UI beyond the order/status text.

On successful service, add the selected drink price to sales, increment served count, increase reputation by 0.2 up to a maximum of 5.0, show a success message such as “서빙 성공! +₩1,000”, mark the customer served, and after a short delay activate the next available customer with a new random order. Continue until time expires. End with a full-screen dark overlay and centered panel. If sales are at least ₩3,000, title it “오늘의 목표 달성!” and show sales, reputation, and a positive Korean message about gaining regular customers; otherwise title it “영업 종료” and show sales, reputation, and advice to learn the order route faster. Include a “다시 도전” button that resets sales, reputation, timer, served state, order state, and customer states. Add light simple synth feedback sounds for starting, receiving an order, preparing ingredients, completing a drink, and serving, but keep audio secondary to the visible interaction. Use rounded dark green translucent UI panels, pale green text, lime-green buttons, and Korean labels matching the described HUD.

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