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Arcade › 스롤라인 카페
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Rebuild a playable 3D third-person cozy cafe management game titled "스롤라인 카페" (Srolline Cafe), with Korean UI text. Use Three.js-style real-time 3D rendering and a soft, pastel, low-poly/isometric-like third-person presentation. The camera follows a small cube-style cat avatar from behind at an elevated angle; the player can move with WASD, jump if supported by the controller, drag to rotate the camera, and click/tap on the floor to move toward a destination. On desktop and mobile, show a large bottom-center Korean interaction button labeled "상호작용". Create a warm indoor cafe in a simple open-front city setting: a large peach/tan floor, cream back and side walls, pink awning/front trim, tall glass windows with brown mullions, an outdoor sidewalk, pastel block buildings outside, and several simple planters. Inside, place three cafe tables in a row with chairs and decorative coffee cups, a dark wood bar counter with a gold top, a coffee machine, a dark menu board, and hanging gold lights. Use warm ambient, directional, and pinkish point lighting, soft shadows, fog, and a pastel cream/brown/mint/pink/gold palette. Load or approximate stylized low-poly assets for the player cat, cat/dog customers, tables, chairs, and coffee cups. The player avatar is a small cat employee positioned initially near the front/middle of the cafe. The core loop lasts 180 seconds or until six customers have been successfully served. Customers spawn one at a time approximately every 7–10 seconds, with at most three active and no more than six total served. Each customer is randomly assigned one of four drinks: Americano (₩4,500), Cafe Latte (₩5,200), Caramel Macchiato (₩5,800), or Lemon Yogurt Smoothie (₩6,200). Customers alternate between dog and cat models, enter from outside, walk to one of the three seats, and display a floating Korean speech label. Once seated they wait for the player to approach and press/interact: receive the order. The player must then go to the bar and interact once to begin making the held drink, interact again at the bar to mark it complete, then carry it back to the correct waiting customer and interact to deliver it. Only the matching customer's drink can be delivered. Customers have a waiting timer of about 50 seconds after ordering; if it expires they leave, satisfaction drops by 8, and no sale is made. After delivery, award the drink price to both held money and sales, award 100 points plus a patience-based bonus (maximum based on remaining wait time), calculate that customer's satisfaction from remaining patience (roughly 50% plus a wait-based bonus, capped at 100), and update average satisfaction. The served customer disappears and a pink dirty-table marker/mesh appears at that seat. The player can approach the dirty table and interact to clean it, awarding 30 points and removing the marker. The player cannot hold multiple orders. Show clear toast notifications for customer arrivals, orders, drink preparation/completion, successful delivery, cleaning, and customers leaving. Build a persistent HUD over the 3D scene in rounded cream panels with brown text: top-left statistics for "보유 금액", "매출", "점수", and "만족도"; top-right mission panel titled "오늘의 목표" stating the six-customer objective and remaining operating time; bottom-left control/help panel explaining click/touch movement, camera dragging, and interaction status; bottom-right "오늘의 주문" list showing each active order, its drink, and status such as waiting, order complete, or ready to deliver. The status text should tell the player to approach a customer, make the held drink at the bar, or deliver it. Use rounded cream cards, peach/coral buttons with darker pressed shadows, mint secondary accents, and responsive layout for mobile. Start with a full-screen translucent darkened title overlay and centered rounded cream/peach card. Display the large Korean title "스롤라인 카페", subtitle "동물 직원들과 함께 마을 최고의 카페를 만들어 보세요!", three feature tiles for taking orders, cleaning tables, and customer satisfaction, instructions for click/touch movement and camera control, and a coral button "카페 영업 시작". Starting resets all stats, customers, dirty tables, time, and player position, hides the menu, and starts gentle synthesized cafe music and interaction sound effects. Include a top HUD "영업 종료" button that returns to the menu. When six customers are served, show a success end card titled "마을 최고의 카페 달성!"; when the 180-second timer reaches zero, show "오늘 영업 종료". The end card summarizes served customers, sales, score, and average satisfaction in Korean and has a "다시 시작하기" button. Keep the experience focused on the visible order → prepare → deliver → clean workflow; do not add unrelated progression systems or combat.