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Işıkların Patronu

  • 3d
  • top-down
  • management
  • street-vending
  • arcade
  • turkish-ui
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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. Muhammet Demir built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Işıkların Patronu was built by Muhammet Demir 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 Işıkların Patronu 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 Işıkların Patronu

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.

Recreate a playable 3D top-down street-vending management game titled “Işıkların Patronu” (Turkish UI). Use a dark navy nighttime city presentation with a perspective top-down camera following a small street seller. The world should be a simple stylized low-poly urban intersection: a large dark blue ground plane, a raised gray sidewalk square, a long dark road through the center, a pale curb along one side, a thin yellow lane line, and a crosswalk/traffic-light area toward the far end. Add two traffic-light props at the road crossing and soft shadows/fog. The visual style is clean, minimal, low-poly/3D with subdued blue lighting, bright colored vehicles, and translucent dark glass HUD panels with rounded borders.

The player is a tiny stylized seller on the near-left sidewalk, made from an orange capsule-like body, peach spherical head, and purple rectangular shoulder bag. Move the character with WASD, arrow keys, or a mobile joystick. The camera is top-down, angled toward the road, and follows/targets the player. Six parked or queued simple low-poly cars sit near the far crosswalk in multiple lanes, each with a colored rectangular body, dark cabin, and small white sale tag. Use varied colors and customer types cycling through normal, taxi, SUV, minibus, luxury, and rush. Cars gently idle/pulse in place rather than driving away.

Core loop: begin with 100 TL cash, 20 napkin stock, day 1, zero workers, and a 20-unit bag capacity. During the red-light phase, lasting 20 seconds, walk close to a car (within roughly 2.6–2.8 world units) and click/tap the game canvas to sell to the nearest car. Each customer has a type-dependent chance to accept: normal 72%, taxi 82%, SUV 90%, minibus 78%, luxury 88%, rush 38%. A successful sale consumes one napkin normally, two for a minibus, and sometimes two for a taxi; revenue is 10 TL per napkin plus a random 10–34 TL luxury tip or an occasional 25 TL tip for other customers. A car has a short cooldown after an interaction, and rejected customers also briefly cool down. Prevent selling when the light is green, when stock is empty, or when too far away, and show a centered toast explaining the result. When the red phase ends, switch to a 7-second green phase and display a toast telling the player to return to the sidewalk/safe zone; then switch back to red and show a “sales time” toast. Clearly show a live traffic badge at the top center: red/green icon, Turkish phase label, and countdown seconds. Sale tags should be green during red and red during green.

Build the HUD in Turkish as fixed overlay panels. Across the upper left/top show the title with lightbulb icon, current rank (“Kendi çalışan” initially), and stat cards for KASA, STOK, GÜN, and ÇALIŞAN (0/3). At upper right, show a “ŞİRKETİM” panel with “MAHALLE” badge, Günlük gelir, Günlük gider, Net kâr, and a two-column action grid. Include “+10 peçete · 20 TL” to buy 10 stock for 20 TL, “İlk çalışan · 450 TL” to hire up to three workers, “Çantayı büyüt · 300 TL” to increase capacity by 20 (up to 80), and “Kaydet”. Disable purchase buttons when unaffordable or at limits. Hiring a worker deducts 450 TL, increments workers, adds 500 TL expense, and generates modest passive income of 12 TL per worker every five seconds; show a toast such as “Ali işe başladı · otomatik gelir aktif”. Stock purchase must respect capacity. Saving persists the game state to local storage and shows “Oyun kaydedildi”.

At bottom left, show a “BUGÜNKÜ HEDEF” mission card with a +500 TL badge, progress bar, and text “0 / 10 paket sat · 0 TL / 500 TL kazan”; update it with sales. Progress should combine progress toward 10 packages and 500 TL earned. At bottom center, show the instruction pill: “WASD / ok tuşları veya mobil joystick · Kırmızı ışıkta araca yaklaş ve SAT butonuna dokun”. On narrow/mobile screens, reflow the company panel toward the bottom and keep the mission and hint readable. Use centered temporary toast notifications for errors and successes such as “Araca biraz daha yaklaş”, “Işık yeşil — kaldırıma dön!”, “Stok bitti — yeni peçete al”, “Müşteri acele etti, reddetti”, and “+10 TL · Satış başarılı”. Keep the setting and UI sparse, with most of the screen occupied by the dark 3D street scene.

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