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Arcade › Museum Shift
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Museum Shift was built by Kayla Hughes 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 Museum 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 playable browser-based 3D first-person museum management simulator titled “Museum Shift.” Use a clean, readable modern low-poly aesthetic with a bright polished white/blue-gray museum interior, soft shadows, large window-like wall sections, simple blue floor navigation stripe, rounded white UI cards, dark navy text, and blue primary buttons. Use a Three.js-style 3D scene with a first-person camera at eye height, fog/background in pale blue-gray, soft hemisphere and directional lighting plus several bright gallery lights. Populate the compact rectangular museum with Kenney-style low-poly assets: window wall sections around the perimeter, a front doorway at the south/entrance end, a cash register at the front desk near the entrance, a planning table and manager/staff character at the left staff desk, benches, a lounge sofa, potted plants, and animated visitor/staff character models. The player begins near the front entrance at the south end of the museum and walks through the floor plan in first person. The museum has three marked gallery rooms: History Hall on the left (around x=-5.4, z=-1.4), Science Wing on the right (x=5.4, z=-1.4), and Modern Gallery at the far back/north (x=0, z=-8). Each room has a colored translucent circular placement marker and a floating label initially saying it is empty. The player can approach and face an interactable, then press E; show a center reticle and contextual prompt. WASD/arrow keys move, mouse with pointer lock looks, and on touch devices provide a virtual left joystick for movement, drag on the right side to look, and a circular E interaction button. Escape unlocks the cursor. The core goal is to operate the museum for up to five timed in-game days. Start with Day 1/5, $900 funds, $0 daily profit, reputation 55, ticket price2, one staff member, and zero visitors. The top HUD must display Day, Funds, Profit, Rep, Visitors, Ticket, and the objective “Goal: rep 80 +80 daily profit before day 5.” Each day lasts about 95 seconds. Win when reputation reaches at least 80 and current daily profit reaches at least80; also evaluate the goal at the end of day 5. Lose if funds fall below zero, reputation reaches zero, or the final day ends without the target. Show modal win/lose panels with explanatory text and a restart option for losing. At any marked gallery room, open an interaction menu with the room status and these choices: place a80 statue/sculpture exhibit, place a50 interactive display exhibit, or, if an exhibit exists, buy a20 lighting/signage upgrade. Only one exhibit can occupy a room. Placed exhibits visibly appear in the 3D room, the room marker becomes faint, and its label changes to show the exhibit name and level. Upgrades increase the exhibit level and add a small “featured exhibit” star label. Empty rooms earn nothing and negatively affect visitor experience. At the front desk, let the player choose ticket prices of $8 Budget,2 Standard,8 Premium, or4 Luxury. Low prices improve satisfaction while expensive prices make more money but create complaints when the museum is not impressive. At the staff desk, allow hiring additional staff for10 each. Each staff member costs $35 per day and slowly cleans spills, repairs broken displays, and reduces crowd frustration indirectly through capacity. Add visible staff character models when hired. Run an autonomous visitor simulation. Spawn animated visitors at the entrance every several seconds; choose female/male low-poly character variants, have them pay the current ticket price as they enter, then route them through up to two or three randomly selected rooms containing exhibits, wait in rooms to view displays, and exit through the entrance. Show the live visitor count in the HUD. Visitor satisfaction should be affected by whether rooms contain exhibits, exhibit level, spills/cleanliness, broken displays, crowding, and ticket price: an empty room, dirty room, broken display, over-crowded room, or luxury pricing should reduce satisfaction, while an $8 ticket improves it. Satisfactory visitors contribute reputation when leaving; poor visits can create a complaint. During play, periodically generate museum problems in random rooms. Spills appear as small blue floor decals and create a “Spill in [room]: press E to clean” interaction; manually cleaning one removes it, plays a work sound, and increases reputation by 1. Exhibits can break, creating a floating red “repair needed” badge and a repair interaction; repairing removes the badge. Broken and dirty rooms reduce visitor satisfaction. Hired staff should have a chance to automatically clean spills and repair broken displays over time. Unhappy visitors can display a floating exclamation icon and create an interaction prompt. Pressing E opens a complaint menu showing the reason and choices: apologize/give a map for free and +4 reputation, offer a $5 voucher and +8 reputation, or ignore it and lose 7 reputation. Unanswered complaints expire after about 30 seconds and cost 8 reputation. At the end of each day, deduct $35 wages per staff member from funds and daily profit, reduce reputation for dirty, broken, and empty rooms, announce the day closure, advance to the next day, and reset daily profit for the new day. Use short toasts for feedback such as welcoming the player, exhibit placement, insufficient funds, spills, repairs, hires, complaint results, and day closure. Use click/work interface sounds where available. Menus should pause simulation and release pointer lock; closing a menu resumes the first-person game. Keep the implementation focused on the visible playable mechanics described here, with responsive desktop and mobile HUD overlays and no unrelated game systems.More free browser games