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Arcade › Griddle Shift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Chase Trevethan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Griddle Shift yet. Play it, then tell Chase Trevethan what you would add next.
Griddle Shift was built by Chase Trevethan 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 Griddle Shift 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-based first-person 3D fast-food restaurant rush game titled “Griddle Shift,” using Three.js-style visuals and a warm, low-detail restaurant interior. The player is the sole worker in a small enclosed burger shop, viewed from eye level with a centered white crosshair. Use WASD for movement, mouse/touch drag to look around, Shift to sprint, E or a mobile Action button to interact with the station under the crosshair, Space or a mobile Serve button to serve, and Q to discard the held item. Include collision so the player cannot walk through counters, with a subtle walking head-bob. Build the restaurant as a compact tiled room with cream walls, a pale checkerboard floor, ceiling, windows/menu-board area, warm pendant lights, soft shadows, a plant, and stools. Place a row of four work counters along the back wall and a long central counter. The stations must be clearly modeled and physically arranged in the room: Freezer for raw patties, Grill for cooking patties, Fryer for cooking fries, Soda machine for drinks, Seasoning station for salting fries, Prep station with a cutting board and topping bins, Packing station with wrapper paper/red stripe, and a Serve counter with a red tray, glass divider, bell, and ticket. Add simple low-poly customer avatars in a drive-thru queue, wearing colored shirts/dark aprons and red caps, with up to four visible queue positions. The core loop is a timed 240-second shift. At the start, populate the line with two tickets and then spawn additional guests over time, up to 4 active orders. New orders arrive faster as the shift progresses. Each ticket requests one or more items selected from: wrapped burger, wrapped cheeseburger, fries, soda, wrapped deluxe burger, or combinations of these. The front guest is the only guest who can be served; queued guests wait behind them and the line advances only when the front ticket is fully completed. Each ticket has a patience meter that drains over time, with the front guest losing patience faster. When patience reaches zero, the guest leaves, the order is counted as failed, reputation and score decrease, and the streak resets. Display ticket value and individual patience bars for the whole queue. Implement the food preparation states exactly: at the freezer, take a raw patty if hands are empty; at the grill, place the raw patty and wait about 5.2 seconds until it becomes a cooked patty, then collect it; at the fryer, start a fries batch and wait about 4.6 seconds, then collect unsalted fries; at the seasoning station, convert unsalted fries to fries; at the soda machine, pour a soda when hands are empty. At the prep station, open an on-screen panel with buttons for Start burger, Add cooked patty, Add cheese, Add lettuce, Add tomato, Top bun, Finish burger, and Clear board. Build burgers layer-by-layer from bottom bun, cooked patty, optional cheese/lettuce/tomato, and top bun. A plain burger has no toppings, a cheeseburger has cheese, and a deluxe burger has cheese plus lettuce and tomato. Finishing the assembly puts the burger in the player’s hands. At the packing station, only a finished unwrapped burger can be converted into its matching wrapped burger. Burgers cannot be served unless wrapped, and fries cannot be served unless seasoned. At the serve counter, Space/Serve delivers the held item only if it matches an unserved item on the front ticket. Correct servings clear that ticket item, add score and cash, increase the streak, and remove the item from the player’s hands. Serving all requested items completes the order, grants an additional patience-based bonus, increases completed-orders count, cash, and reputation, then removes the front guest and advances the next guest. Serving an item not requested by the front ticket reduces that ticket’s patience and reputation and resets the streak. Prevent serving anywhere except the serve counter. Allow Q to trash any held item, resetting the streak. Use clear status messages for actions and errors such as “Patty on the grill,” “Still cooking…,” “Fries seasoned,” “Burger wrapped and ready to serve,” and wrong-item warnings. Create a dark translucent HUD over the 3D view. In the upper-left show the title, Score, completed Orders, Streak, Cash, Reputation percentage, Queue count out of 4, currently held item, and seconds remaining, plus desktop-control instructions. At the top center show “Front ticket,” requested item chips with completed items visually marked, a green-yellow-red patience bar, and the rule that the front guest only can be served, burgers must be wrapped, and fries must be salted. On the upper-right show “Drive-thru line,” cards for every active guest with Front guest/Queue labels, dollar reward, requested item tags, completion marks, and patience bars. At center-bottom show a station interaction prompt and a transient message panel. Show the prep button panel only while looking at/using the prep station. Add responsive mobile controls: a four-direction D-pad at lower-left and Action/Serve buttons at lower-right. When the 240-second shift ends, stop gameplay and show a centered “Shift complete” overlay summarizing cash, cleared/lost orders, reputation, and average cash per cleared ticket; allow R to restart a fresh shift. Use warm, stylized low-poly materials, readable UI, and no unimplemented features such as cleaning, spills, employee helpers, upgrades, sound systems, or persistent progression.