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Market Rush

  • 3d
  • simulation
  • management
  • low-poly
  • grocery
  • third-person
0
Remix it Discord

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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. mikhailrahman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Market Rush yet. Play it, then tell mikhailrahman what you would add next.

Make your own game

Market Rush was built by mikhailrahman 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 Rush 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 Rush

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.

Rebuild “Market Rush” as a compact playable 3D low-poly grocery-store simulator viewed in close third person. Use a small rectangular store interior roughly 11 units wide by 9 units deep: tiled floor, low walls around the perimeter, a centered front entrance/door, checkout register at the back center, four product displays inside, a stock-room interaction area near the rear-left/front-left side, baskets near the entrance, and an unused shopping cart. Use Kenney Mini Market-style GLB assets or visually equivalent stylized low-poly models: floor tiles, walls and door, cash register, shopping cart, baskets, employee/customer humanoid characters, produce/fruit display, bread display, pantry-box shelf, and standing freezer. Light the store brightly with soft shadows, a sky-blue background/fog, and a colorful toy-like retail aesthetic. The visible floor should have alternating pale white and muted pink/gray square tiles; shelves and checkout are chunky simple models; characters are small blocky humanoids with varied colored clothing. Render with a perspective follow camera behind and slightly above the player, looking toward the player’s facing direction, with a small white center reticle. The player is the store owner, represented by a blocky employee character, starting around the front/center of the store; movement is close third-person WASD, mouse-look after clicking “Open Store,” with clamped pitch and collision against walls, shelves, and checkout. The player walks at about 3.5 units/second and can rotate/move freely within the store. Press E to interact with the nearest relevant object. At the stock-room area, E picks up one crate from back stock (choose the first available among Produce, Bakery, Pantry, Frozen); the HUD changes from Hands Empty to Holding [product]. While holding a crate, E at the matching nearby display restocks up to 3 units and consumes the held crate; pressing E at the stock room instead puts the crate back. Wrong crates cannot restock a shelf and should show a contextual message. The four displays are: Produce Display at approximately (-2.7,-1.8), Bread Display at (2.7,-1.8), Pantry Shelf at (-2.7,1.0), and Freezer at (2.7,1.0), each with capacities Produce 10, Bakery 10, Pantry 12, Frozen 10. Start shelf stock is Produce 6, Bakery 6, Pantry 8, Frozen 6. Make shelf visuals fade/become more transparent when stock is low, and show contextual stock counts/prompts. At the centered checkout, pressing E serves the first waiting customer, adds the customer’s product sale prices to cash, raises satisfaction by 2 (capped at 100), and sends that customer out through the entrance. Product sale prices are Produce 
0, Bakery $9, Pantry
1, Frozen
2. Start with cash $80, target cash
50, satisfaction 100%, and back stock Produce 8, Bakery 7, Pantry 7, Frozen 6. Customers enter periodically from the front, up to 8 active at once, choose one random product display, walk to it, and buy one item if its shelf has stock. There is a 35% chance they also buy one item from another random shelf if available. Their bought items determine the checkout sale. Customers then join a clearly ordered checkout queue with up to four visible queue positions; their patience is roughly 38–56 seconds. If the chosen shelf is empty when they arrive, they lose 8 satisfaction and leave unhappy. If they wait beyond their patience in the checkout queue, they lose 10 satisfaction and leave unhappy. Customers and the cashier should use idle/walk animations, and customers should carry a small shopping basket. The in-game day starts at 09:00 and advances at 4.5 game-minutes per real second; closing is 17:00. Win immediately when cash reaches
50, or at closing if the target has been reached. Lose if satisfaction reaches 0, cash drops below 0, or closing arrives without the target. On game over, display a persistent win/failure message and allow R to restart. Include a start overlay card titled “Market Rush,” describing the objective and an “Open Store” button; hide it and request pointer lock on start. Build a clean fixed HUD over the 3D view with rounded translucent white pills across the top showing exactly: “Cash $80” initially, “Back Stock 28” initially (sum of back stock), “Day 09:00,” “Satisfaction 100%,” “Goal
50,” and “Hands Empty.” Update these values live, turn satisfaction red below 35%, and show a bottom-center dark contextual prompt such as loading progress, “Press E to pick up a crate from back stock,” “Press E to restock Produce,” “Press E to checkout customer (N waiting),” or transient success/failure messages. Add a bottom-left help strip reading “WASD move • Mouse look after Start • E interact • Tab/O order stock • Keep shelves full, serve the checkout queue, reach the cash goal before closing.” Press Tab or O to slide open an “Order Inventory” panel on the upper-right. Orders arrive instantly in the stock room and offer four buttons: Produce
8 for 8 crates, Bakery
6 for 8 crates, Pantry
0 for 8 crates, Frozen
2 for 8 crates; deduct the cost immediately, add the quantity to back stock, and reject purchases with a “Not enough cash” message. Escape or Tab/O closes the order panel. Keep the overall style colorful, bright, low-poly, and readable, matching the shown screenshot’s chunky store geometry and large bold rounded UI.

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