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Market Muse

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  • 3d
  • management
  • shop-sim
  • casual
  • fixed-camera

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Ghostmane_xxx, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Market Muse was built by Ghostmane_xxx 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 Market Muse 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 Market Muse

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 “Market Muse,” a bright, cozy boutique-management game shown in a fixed, slightly elevated first-person shop view. The camera stays in place near the front entrance, looking inward across a compact rectangular shop; there is no visible player body and no free walking. Make the main scene a softly lit 3D room with a warm cream/tan floor, pale walls, teal trim, a coral-pink front awning edge, wood furniture with cream tops, gold accents, and an inviting pastel retail aesthetic. Put a checkout counter/register on the back-left, a low central display table, and a right-hand feature table. Add a dark teal wall sign reading “MUSE • BOUTIQUE,” a horizontal teal accent strip, several colorful small product/bag shapes on the counter and wall, and a few warm pendant lights. Near the front of the room place three delivery cartons. Provide three small merchandiser displays: one left of center toward the back, one centered farther back, and one right of center. Each display is a teal/wood/cream low shelf with a small label initially reading “NO ITEM.” When stocked, change that label to “IN STOCK” and put a row of three small colorful merchandise blocks on it. Keep the camera and view fixed throughout play.

The core play loop is boutique setup and timed automatic customer sales. Begin at level 09 with $321,043 cash, 12 gems, price 
4, and 0/3 stocked displays. A large opening card introduces the game and offers “OPEN THE SHOP.” Once play starts, the urgent objective is to stock all three displays. The player cycles through available cartons and empty displays using left/right arrows (and an on-screen interact control); do not implement free movement or true mouse-look. The center reticle/hint may suggest aiming, but the actual interaction is selection-based. A selected carton takes two interact presses: the first opens it (visually squash/shorten the carton), the second picks it up and hides/claims it. Then select an empty shelf and interact to stock it. Require carrying a carton to stock a shelf. Each stocked display adds
50, and when all three are stocked change the status to “SHOP OPEN” and start the accelerated first customer countdown. After each sale the merchandise is removed from one stocked display, restoring its “NO ITEM” label, and the used carton becomes available again for restocking. Shoppers are represented by timed events and status/toast messages rather than visible character models: initially wait about 18 seconds, then sales run on a roughly 15-second cycle; with a stocked display, each customer adds three times the current price to cash and consumes one stocked display. If no display is stocked, show a message that a shopper is waiting. Award one gem on every fourth customer served. After five customers, pause the shop and show a level-complete card with the earned cash and choices to continue to the next level or restart. Continue increments the level, adds one gem, and begins another day. Provide a pause/resume card when the game loses visibility. HUD: place a compact boutique brand badge in the upper left. Across the upper right show CASH, ✦ GEMS, SHELVES (stocked/3), and LEVEL. Center a gold-toned task pill below the top bar showing the urgent stocking task or, after setup, customers served. Show a small center reticle and a contextual hint naming the selected carton/display and the arrow/Enter controls. Put a temporary dark teal toast near the top center for actions and sales. Along the bottom, provide minus, current price, plus, a prominent OPEN/PICK or STOCK interaction button, and an EXPAND $8,000 button. Price changes in increments of
, bounded from $5 to $99; arrow up/down also changes price. Expansion costs $8,000 once, changes its button to “NEW WING ✓,” adds three gems and one level, and creates a simple extra wood/cream wing display on the right; it need not add a new stocking loop. Use layered rounded cream/mint HUD panels, dark ink typography, and rounded buttons. Make the initial intro card explain the boutique stocking objective and controls, and have clear pause and level-end overlays. Ensure the UI is legible on both desktop and mobile, with button input corresponding to the keyboard actions.

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