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Arcade › Market Shift
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Market Shift was built by Alperen 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 Shift 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 first-person 3D supermarket management game titled “Market Shift.” The player starts inside a compact, empty-looking modern grocery store at the entrance/front (near z=15), viewed through an FPS camera with a small white circular crosshair. Use WASD to move, mouse to look, E to interact, and Escape to release the mouse pointer. The store should be a large rectangular room with a dark gray-green tiled floor, pale gray walls, a white ceiling, ceiling light panels, subtle fog, soft shadows, and cool neutral lighting that becomes darker/bluer during the evening. The entrance is at the front with glass door markers and a dark entrance mat. Populate the shop with eight long grocery aisles arranged across the room, each made from dark gray metal shelving/racks with two visible shelf levels and colorful low-poly product blocks. Products should visibly include categories such as cereal, crisps, tins, drinks, milk, bread, fruit, vegetables, and cleaning products, represented by simple colorful boxes, cylinders, and spheres. Place three checkout lanes near the front/entrance, each with a counter, dark conveyor belt, register model, glowing green scanner, and a few impulse products. Add a storage/delivery area at the back-right containing a dark storage room and seven visible cardboard delivery boxes. Add a management computer on a small desk near the front-right. The scene should use a stylized low-poly supermarket aesthetic, with rounded capsule-like customer bodies and simple spherical heads; customers carry shopping baskets. At game start, initialize the business with £500 cash, £0 sales, £0 expenses, £0 profit, 72 items of stock, a product price of £3.50, Day 1 at 08:00, and six customers. Customers enter through the front, move along a fixed route through the store, briefly shop, then queue toward checkout. Show customers as simple capsule-bodied figures in varied colors (blue, pink, green, orange, purple, teal) with tan heads and baskets. Some customers become ready at checkout; the player must look at a glowing checkout scanner and press E to serve one. Serving a ready customer adds the current price to cash and sales, reduces stock by one, and sends that customer out through the entrance. If no customer is ready, show a notification; if stock is zero, prevent the sale and show a notification. Customers should periodically recycle/respawn after leaving so the store continues operating. Make all interactions proximity- and aim-based: when the crosshair points at an interactable within roughly three meters, show a bottom-center prompt such as “E · Delivery box — E to pick up and unpack,” “E · Aisle 1 shelf,” “E · Checkout scanner,” or “E · Management computer.” Pressing E on a delivery box hides that box and adds 12 stock, up to a maximum of 144, with a toast notification that the box was unpacked. Pressing E on a shelf displays a toast stating how many products are available. Pressing E on the management computer opens a full-screen dark translucent overlay containing a light store-management window. The computer window must show current Cash, current Price, Items on shelves, and Sales, plus buttons to close, order stock, raise price, and buy a shelf. Ordering stock costs £35, adds 24 stock, and increases expenses; only allow it when the player has enough cash. Raising price increases it by £0.50, capped at £9.50. Buying a shelf costs £120, increases expenses and a shelf counter, and reports that expansion is unlocked for a future layout upgrade; only allow it when affordable. Display feedback through small centered green toast messages. Create a fixed HUD overlay. At the top-left show Cash, Sales, Profit, and Stock in a dark translucent rounded panel; format money in pounds with two decimals and color profit green. At the top-right show “Day 1 · [time]”, an OPEN status in green during daytime or CLOSING SOON in amber after 18:00, and the number of active customers. At the bottom-left show the task panel, initially “Task: Check the delivery room and restock an aisle,” then update it after unpacking or serving to encourage restocking and serving the next queue. In the center show the crosshair and interaction/control prompt. Advance the in-game clock continuously so a 14-hour store day passes in roughly 45 real-time seconds, updating the HUD time, lighting, background, and fog; begin at 08:00 and transition to the darker evening state after 18:00. Keep the gameplay focused on walking the store, unpacking delivery boxes, managing stock and price from the computer, and serving customers at the tills. Use Three.js-style low-poly models, soft shadows, ambient hemisphere lighting, directional sunlight, and a cool gray-green supermarket palette with green UI accents.