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Arcade › 숲속의 오후
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Recreate a Korean-language 2D browser game titled "숲속의 오후" (An Afternoon in the Forest), a cozy vintage European forest café management game. Use a full-screen responsive HTML canvas with a soft pastel illustrated style: a pale blue-green sky gradient fading to warm beige, distant rounded forest tree silhouettes, and a cream café interior/terrace framed by a rounded light border. The playable view is a fixed overhead/side-on top-down café room with the entrance on the left, a long café counter across the upper middle labeled "FOREST CAFE / COFFEE & TARTS", a kitchen station on the upper-right-middle labeled "주방", two round tables with coffee cups in the lower-middle left and right, and a garden decorating point on the upper-right labeled "정원 꾸미기". Add subtle shadows, rounded panels, muted forest green, terracotta pink, cream, tan, and mint colors, and cute hand-drawn chibi characters. Start on a large centered cream modal card with rounded corners and drop shadow over the café scene. Show 🌲☕🍰, the large Korean title "숲속의 오후", subtitle "빈티지 유럽풍 힐링 카페 경영 게임", and explanatory text about welcoming guests, making menu items, and decorating the café. Include a control hint: PC uses WASD/arrow keys to move and E or the use button to interact; mobile uses directional buttons plus use. Include buttons "카페 문 열기" and "저장된 게임 불러오기". Starting a new game opens a short four-step tutorial modal explaining the order flow: guest enters → orders → player prepares food → delivers it → payment; approach guests when their order bubble appears; prepare multiple items near the kitchen; and earn coins/reputation while guests wait. The tutorial advances with a "다음" button and ends with "게임 시작". Core gameplay: the player controls a small cute café owner character in the room, moving in eight-direction-like cardinal movement with WASD or arrow keys, clamped to the room bounds. Render the owner as a chibi figure with a pink body, brown hair, simple smiling face, blush, flower-like yellow hair accents, and a heart on the apron/body. Guests continuously arrive from the left entrance about every several seconds (up to five at once), walk to a random target area around the center, and wait. Each guest is a randomly selected Korean name such as 엘로이즈, 마르셀, 루카, 소피, 안톤, 비비안, 클레어, 토마스, 미나, or 오스카. Give guests varied pastel clothing/hair and small identity icons such as a book, flower, camera, music note, or tea cup. Above an arriving/waiting guest show a rounded speech bubble with the requested menu icon: ☕ drip coffee, 🥛 forest latte, or 🍰 raspberry tart. Interaction flow must match the mechanics: when close to a guest, press E, Space, the on-screen "사용" button, or the "주문 전달" action. If the guest is in the initial order state, the interaction confirms the order and changes them to waiting, showing a message like "[name] 손님이 [menu]을 주문했어요". After that they become ready for service. To fulfill a ready guest, first move near the kitchen and use one of three bottom action buttons: "커피 추출", "라떼 스팀", or "디저트 플레이팅". Each preparation adds one item to an inventory stack, and preparation should only work when near the kitchen; otherwise show a toast saying to move near the kitchen. Return to the guest and interact to deliver the matching prepared item. Delivery removes one inventory item, marks the guest served, awards the menu price (coffee 8, latte 12, dessert 10) in coins and +1 reputation, shows a success toast, then the guest leaves toward the right. If no matching prepared item exists, show a message asking the player to make it in the kitchen. The café day lasts 150 seconds and naturally becomes busier as the day number increases slightly. Display a top HUD while playing with ☕ coin total, 📅 day number, ⭐ reputation, a digital-style clock starting at 10:00 and advancing visually, and a horizontal remaining-day progress bar. Start with day 1, 42 coins, 0 reputation, and no decorations. The starting coin total, day, reputation, and decoration count should persist through localStorage save/load. Include an upper/right vertical order list showing active guests, their names, requested icon/menu, and either an instruction to confirm the order or "준비된 음식을 전달하세요" when ready; clicking an order entry should move the player near that guest. Show temporary rounded cream toast messages near the top center for interactions. At the bottom center provide action buttons: "커피 추출", "라떼 스팀", "디저트 플레이팅", "주문 전달", "인테리어", and "영업 마감". The interior action works at the garden point: spend 25 coins to increase the decoration count, save automatically, and show a message such as "꽃과 장식이 늘어났어요"; if too poor, explain that decoration costs 25 coins. Render extra 🌼🌿 decoration near the garden after purchasing. The manual "영업 마감" action ends the current day immediately; the day also ends when the timer reaches its limit. Save progress, show a centered end-of-day modal with 🌙✨, title like "1일차 영업 종료", a sentence reporting how many guests were made happy (or that it was quiet), stats for current coin total, reputation, completed orders, and decorations, then increment the day and offer a "다음 날 시작" button. Use responsive mobile controls: a translucent directional pad at lower left and a round dark-green "사용" button, while desktop uses keyboard controls. Keep all interface text and labels in Korean, with a warm, calm, polished cozy-café presentation.