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Arcade › Kitchen Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Blaire Mikels built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kitchen Sprint yet. Play it, then tell Blaire Mikels what you would add next.
Kitchen Sprint was built by Blaire Mikels 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 Kitchen Sprint 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 3D third-person/top-down kitchen service game titled “Kitchen Sprint.” Use a clean toy-like kitchen diorama style with simple geometric meshes, bright station colors, dark blue/purple kitchen tiles, soft shadows, subtle bloom, indoor lighting, and a slightly filmic polished look. The camera is a perspective camera high above the player, looking down at the cook and following them from behind based on their facing direction; keep enough of the compact square kitchen visible while tracking movement. Start on a customization modal overlay titled “Kitchen Sprint” with the subtitle “Customize your cook, then hit the line.” Let the player choose Skin from Porcelain, Sand, Tan, Brown, Deep; Outfit from Mint, Blue, Pink, Orange, Lime; Hair style from None, Short, Bun, Pony; Hair color from Black, Brown, Blonde, Red, Blue; and Hat from None, Chef Hat, Cap. Show selectable pill-like buttons with an active highlighted choice, and a “Start Service” button. The cook is a simple low-poly human made from a colored rectangular torso, spherical head, cylindrical legs and arms, small dark eyes, shoes, optional hair meshes, optional chef hat or cap, and a small tray held in front. Default selections are Sand skin, Blue outfit, Short brown hair, and Chef Hat. After starting, place the player in a roughly 24-by-24 playable square kitchen with world limits around x/z -12 to 12. Use low outer walls and interior counter segments that create lanes but leave openings. Arrange colorful rectangular stations around the perimeter/center: Oven at (-9,-9), orange; Grill at (9,-9), red; Fryer at (-9,9), yellow; Topping Bar at (9,9), mint; Prep Table at (0,-9), blue; Serving Counter at (0,9), purple; and Trash at the center, gray/metallic. Each station should be a block with a pale top and a small dark cylindrical detail. Counters and stations block movement, while the player can navigate around them. Add a row of small dark decorative kitchen pots along the central area. The core loop is fulfilling an automatically generated customer order. At service start, create an order requiring Burger plus Fries, with zero, one, or two randomly selected unique toppings from Lettuce, Cheese, and Tomato. Display it in a top HUD pill as either “Burger (plain) + Fries” or “Burger w/ [topping names] + Fries.” Also show Score (starting at 0) and Time (starting at 0:00). The session timer runs continuously while playing. If the player takes too long, refresh the order after roughly 22–32 seconds. The player has a tray with a maximum of four items. Display a lower-left/docked tray panel labeled “Tray (max 4)” with four item slots. Items are simple strings: Bun, Patty, Fries, Lettuce, Cheese, Tomato, and Burger[...]. The HUD should include the control hint: W/S forward/back, A/D rotate, Shift run, E interact, 1/2/3 toppings, R drop, and Trash Shift+E dump all. When near a station, show a floating contextual hint. Controls and movement: W or Up moves forward in the direction the cook faces; S or Down moves backward; A or Left rotates left; D or Right rotates right; holding Shift increases movement speed and rotation speed for a run; E interacts with the nearest station. Use smooth acceleration/braking and collision pushout against counters, stations, and walls. R removes/drops the last item in the tray. Number keys 1, 2, and 3 select Lettuce, Cheese, and Tomato respectively. Station mechanics: At the Oven, pressing E starts a Bun bake timer of about 4.2 seconds; pressing E again after it is ready collects Bun into the tray. At the Grill, E starts a Patty timer of about 3.3 seconds, then collects Patty when ready. At the Fryer, E starts a Fries timer of about 3.2 seconds, then collects Fries when ready. A producer should visibly indicate active progress through a subtle darkening/color shift and indicate readiness with a pulsing/emissive top. If the tray is full, do not collect the item. At the Topping Bar, pressing E immediately adds the currently selected topping if there is room. Show the selected topping in the contextual hint. At the Prep Table, pressing E only works when the tray contains both Bun and Patty. Consume one Bun and one Patty, consume all currently carried Lettuce, Cheese, and Tomato items, and add one Burger item whose contents record the toppings, such as Burger[Lettuce, Cheese] or Burger[] for a plain burger. At Trash, E removes the last tray item, while Shift+E clears the entire tray. At the Serving Counter, E succeeds only when the tray contains a Burger and Fries and the burger includes every topping required by the current order; then consume one Burger and one Fries, add 100 points, update the score, play a success cue, and generate a new random order. Invalid station interactions should leave state unchanged and give a muted failure cue. Use a dark navy/purple background and floor with procedural tiled texture, low saturated blue counters, bright colored station bases, pale station tops, simple shadows, and a high-quality but uncluttered 3D presentation. Add short simple synthesized confirmation/error sounds if audio is available. There is no hard fail state, lives system, or game-over screen: the objective is to deliver as many correct orders as possible while the session timer tracks elapsed time.