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My Little Café

  • 3d
  • cafe-sim
  • cozy
  • management
  • third-person
  • casual
  • mobile-friendly
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Read the build brief for My Little Café

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.

Recreate a cozy 3D third-person café management game titled “My Little Café.” The player controls a small cute barista avatar inside a compact enclosed café: a warm brown floor, pale peach walls, a service counter and golden espresso machine on the right, a menu board on the back wall, three small wooden tables with green chairs, and simple pink pots with green plants. Use a soft pastel, low-poly/casual style with rounded shapes, warm cream-and-peach colors, soft shadows, fog, and warm orange lighting. The camera follows behind the avatar in a third-person perspective and can be rotated; movement is analog/joystick-friendly on mobile (the title screen explicitly describes a left joystick for movement and right-drag camera rotation), with interaction by approaching stations and pressing E or an on-screen interaction button.

The game begins on a centered Korean-language title screen over a softly blurred/washed-out café background. Show the title “My Little Café,” subtitle “작은 카페, 큰 하루의 행복,” and buttons for “카페 열기” (open café), “저장 불러오기” (load save), “설정” (settings), and “게임 안내” (game guide). After opening, show a full-screen 3D café and HUD. The top HUD has money (starting at ₩120), Day 1, reputation (starting at 0), and a menu button. On the left is a “오늘의 도전” panel showing served customers out of 3 with a progress bar and a hint to inspect the menu near the menu board. On the right is an “오늘의 주문” order panel. When the player is close enough to a relevant station, show a large rounded bottom-center interaction prompt: near the espresso machine, “☕ 커피 만들기”; near the service counter, “🧾 주문 서빙”; near the door, “🚪 하루 마감”; and near the menu board, “📋 메뉴 확인.”

Core loop: starting a day creates 3 customers on Day 1, increasing to up to 5 on later days. Customers use cute animated low-poly character models and line up near the back/door area. Each order displays a customer name, one drink/item, and a preference tag such as “산뜻한 맛,” “달콤한 향,” “진한 원두,” or “조용한 자리.” Initially, Americano is available; Latte unlocks on Day 2 and Cake becomes available on Day 3. The recipes and prices are: Americano ₩30 with steps “원두 갈기” (grind beans), “에스프레소 추출” (pull espresso), “물 붓기” (add water); Latte ₩45 with grind, espresso, and “우유 스팀” (steam milk); Café Mocha ₩55 with grind, espresso, “초코 시럽” (chocolate syrup), and steamed milk; Cake ₩65 with “케이크 꺼내기” and “접시에 담기.” The menu-board modal lists all four items, prices, and whether they are selling/unlocked.

At the espresso machine, open a coffee-making modal listing all pending orders and their customers/items. Selecting one opens a timing/step interaction: display the recipe title, a progress bar initially at zero, the current step, and a large “타이밍 맞추기” button. Each press advances exactly one recipe step and updates the progress bar; after all steps, close the modal, mark the order as completed, consume one bean, and add reputation. Start with 8 beans. Completed items remain ready at the counter. At the counter, serving the next completed order adds its recipe price to money, increases served count and reputation, and marks that order “서빙 완료.” Once every order is served, tell the player to go to the door. At the door, only allow closing the day when all orders have been served. The end-of-day modal reports total sales and a bonus, adds the bonus to money, advances the day, and offers a “다음 날 준비” button. The bonus is 20 plus current reputation. New days create a fresh set of random orders and unlock the progression above.

Include toast notifications for events such as opening the café, successfully advancing a recipe step, completing a drink, serving a happy customer, lacking money, and attempting to end the day too early. Add a pause/menu modal with buttons for continuing, opening an interior shop, hiring staff, and saving. The interior shop sells a “따뜻한 화분 장식” (warm potted decoration), with a price starting at ₩80 and increasing by ₩40 per decoration level; buying it reduces money, increases the decoration stat and reputation, and reports that a new decoration was placed. Hiring a “포근한 알바생” (cozy part-timer) costs ₩150 plus ₩100 per existing staff member, increases staff count and reputation, and advertises a serving bonus; the implementation primarily tracks this stat and displays that staff help with serving. Save/load the complete game state using browser local storage, including money, day, reputation, staff, decorations, beans, unlocks, and progression. Include the settings modal with a music setting note and background looping café music that begins after interaction, plus the guide explaining the order → machine → counter → door flow.

Use rounded cream modal panels with brown text, pale peach borders, green primary buttons, tan alternate buttons, blue settings buttons, and pink guide/action buttons. Keep all visible UI text and labels in Korean except the English title and standard HUD labels such as Day. The experience should feel gentle, friendly, and approachable rather than hectic: the main goal is to fulfill every customer order accurately, earn money and reputation, advance through days, unlock more recipes, and improve the little café.

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