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Honey Hearth

  • 3d
  • cozy
  • bakery
  • life-sim
  • pixel-art
  • top-down
  • social-sim
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. Jace built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Honey Hearth yet. Play it, then tell Jace what you would add next.

Make your own game

Honey Hearth was built by Jace 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 Honey Hearth 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 Honey Hearth

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 cozy top-down orthographic 3D bakery-life simulation called “Honey Hearth,” using a chunky pixel-art aesthetic. The player controls a small billboarded pixel character wearing a blue outfit with a bright yellow accent, moving continuously with WASD or arrow keys and interacting with E. Use a follow camera from high above, with a wider view in town and a closer view inside the bakery. Use nearest-neighbor pixel textures, flat colored geometry, simple box-shaped buildings, pixel sprites, soft daylight that changes as the in-game clock advances, and a pastel cozy palette with deep plum UI panels, cream/gold borders, monospace pixel fonts, and large readable HUD panels.

The game has two zones: an outdoor town and the Honey Hearth bakery interior. The town is a large green square with mottled grass, a tan horizontal road and a vertical crossroad, a blue lake on the left, blocky trees around the perimeter, and about 40 individually colored small homes arranged in rows. Each house has a boxy wall body, striped roof, chimney, porch, front door, blue windows, and flower boxes. The central bakery storefront is a larger warm-colored building with a red striped roof, front door, sign reading SHOP with a bread icon, and a striped awning. Place approximately 40 named townsfolk in the town, each represented by a distinct small pixel sprite and associated with a home; during the day they wander near their homes, and at night they return home. Walking near a townsfolk and pressing E opens a dialogue panel showing their name, job/story text, favorite pastry, friendship meter made from hearts, and—where applicable—an indication that their romance route is available. Marie is the caretaker/tutorial character and should be standing near the bakery/town square at the opening, with the initial message: “Marie is waiting outside Honey Hearth. Walk up and press E.” Talking to a character increases friendship once per day; discovered townsfolk are tracked in the journal.

The bakery interior is a bounded rectangular room with warm tiled floor, patterned walls, solid side/back walls, and clear labeled floor markers. Include these stations and make them collision obstacles: an oven on the left labeled BAKE, a pantry/flour cabinet at the back-left labeled FLOUR, a front counter, a pastry display near the center labeled SHOP, a decor desk on the right labeled STYLE, and an EXIT marker at the rear/front-door area. Include several small tables and potted plants. The bakery supports four cycling decor themes: Warm Honey, Rose Tea, Mint Meadow, and Twilight Plum. Switching theme changes floor/wall/counter/accent colors and changes the table layout. The player can enter through the town bakery door and return via EXIT.

Implement the core gameplay loop exactly: begin on Day 1 at 8:30 AM with 120 gold, 10 flour, one Sun Loaf already baked, and no displayed pastries. The selected recipe cycles with Q through three recipes: Sun Loaf (bread, sells for 18 gold and costs 1 flour), Berry Cake (cake, sells for 28 gold and costs 2 flour), and Moon Croissant (croissant, sells for 22 gold and costs 1 flour). At the oven, E consumes the recipe’s flour and adds one baked item if enough flour exists. At the display/front counter, E moves one baked item of the selected recipe into the display. At the pantry, E spends 12 gold to receive 4 flour. Displayed pastries attract customers during roughly 9:00 AM–6:30 PM; spawn up to three named townsfolk at a time. Customers enter from the bakery entrance, queue near the counter, browse briefly, buy one displayed pastry if available, grant its listed gold price and +2 friendship, then leave. A customer prefers the recipe matching their favorite pastry when available, otherwise buys any available displayed pastry. If no display stock is available, customers should not purchase.

Add a tutorial/objective progression shown in the HUD: “Talk to Marie in the morning square,” then “Enter the bakery and bake your first Sun Loaf,” then “Stock the front display so shoppers can buy,” then “Serve one customer before sunset,” then “Use the decor desk to restyle the bakery,” followed by free play focused on friendship and bakery management. Marie’s dialogue should advance these stages and explain the oven/display flow. Time advances continuously faster than real time; at 10:00 PM automatically begin the next day. The Rest command also advances to the next day, resets the clock to 8:30 AM, gives +2 flour, clears the once-per-day talk tracking, resets/returns bakery customers to town, and exits the bakery if necessary.

Use collision boxes for houses, bakery walls, counters, oven, pantry, display, decor desk, and furniture; clamp player movement to each zone. NPCs should be visible only in their current zone. Add an on-screen HUD: title Honey Hearth, Day, formatted time, current zone (Town Square or Bakery Floor), Gold, Flour, active Recipe, baked quantity, display quantity, current shopper count, current objective, nearby interaction guidance, current decor theme, and a compact reminder of 40 townsfolk and 15 romance routes. Put four large buttons—Interact, Switch Recipe, Journal, Rest—on the desktop HUD and make them work for mouse/touch as well as keyboard. Show a keyboard help panel for WASD/arrows, E, Q, J, and R. Press J to open a scrollable journal listing all 40 townsfolk, their romance status where relevant, job, favorite pastry, story hook, and heart friendship meter; Escape closes dialogue and journal. Show lower-screen message/toast text such as bakery instructions, purchases, and tutorial updates, plus a dialogue panel for conversations. Preserve the clear pixel UI styling and ensure the scene remains playable with the HUD over the 3D world.

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