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Pastel Lobby

  • 3d
  • lobby
  • life-sim
  • character-customization
  • kawaii
  • pastel
  • menu
0
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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. Anna burton built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pastel Lobby yet. Play it, then tell Anna burton what you would add next.

Make your own game

Pastel Lobby was built by Anna burton 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 Pastel Lobby 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 Pastel Lobby

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 browser-based interactive 3D lobby prototype titled “Pastel Life Sim,” with the subtitle “Lobby prototype.” It is a main-menu/lobby scene rather than a full life simulation: the player can view and rotate a simple mannequin, zoom the camera, select a visual vibe, and manage lightweight household saves.

Use a full-screen 16:9-friendly layout with a darkened pastel kawaii background illustration. The background should be an SVG-style illustration with a diagonal pastel wash from pink/lilac to pale cyan, soft blurred white blobs, and a vignette. On the right side of the illustration is a minimal semi-realistic anime-inspired girl: teal hair, pale face, purple eyes, pink blush, white bunny-ear headphones, dark dress, and a white bunny that she is petting. Keep the illustration subtle and sufficiently darkened so the UI remains readable.

Place a transparent Three.js/WebGL canvas over the background. In the center stage, show a softly lit, cute low-detail 3D mannequin placeholder. It consists of a pale icy-white rounded capsule body/suit, a small pale pink spherical head, and a rounded lavender hair sphere/cap over the head, with subtle pink circular blush marks on the face. The character should be centered in the open area between the panels, be very large/readable, and stand above a faint translucent circular floor disk. Use soft studio lighting: white hemisphere light, bright white key light, pink fill, and pale cyan rim light; use filmic tone mapping and gentle materials for a soft bloom-like pastel appearance. Give the character a very subtle idle vertical sway. The model should rotate to show the current viewing angle.

Camera behavior: use a perspective camera aimed slightly above the character’s center, initially at distance about 4.3 with a nearly front-facing yaw and slight upward pitch. Dragging with the pointer over the center/canvas area rotates the character view horizontally and vertically; horizontal drag changes yaw and vertical drag changes pitch. Clamp pitch to a modest range so the camera cannot flip. Scrolling over the center zooms in/out, clamped approximately between 2.2 and 7.0. Do not begin rotation or zoom when the pointer is over UI panels, the top bar, or the modal. Include a “Reset View” button that restores the initial camera distance, yaw, and pitch.

Overlay the UI with rounded frosted-glass panels, translucent white borders, blur, soft shadows, white text, and pastel gradient accents. At the top left, show a small glowing circular logo dot with a white/pink/cyan radial gradient, then the bold title “Pastel Life Sim” and smaller subtitle “Lobby prototype.” At the top right, provide compact rounded buttons labeled “Screenshot” and “Reset View.” Screenshot should download the rendered canvas as a PNG and show a brief toast saying “Saved screenshot” (or an appropriate blocked-browser message).

Create a left glass panel positioned below the top bar, with the heading “MENU.” Stack three full-width rounded buttons: “Start New” (pink/cyan pastel primary gradient), “Continue,” and “Saved Households” (green/pink accent gradient). Add a divider, then a “Vibe” label and three pill buttons: “Kawaii” initially selected, “Soft,” and “Clean.” Selecting a pill visually marks only that pill as active, changes the mannequin palette, and shows a toast: Kawaii uses icy cyan suit and lavender hair; Soft uses warm cream suit and pink hair; Clean uses pale lavender/white suit and pale blue hair. Below, show the hint text exactly in spirit: “Drag the character to rotate. Scroll to zoom.”

Create a right glass panel below the top bar with heading “STATS.” Add a card containing two statistic tiles: “Hours played” with a value initially formatted like “0.0,” and “Saved households” with the current number. Beneath a divider, show a small pastel avatar gradient square, the name “Guest,” and dynamic save metadata initially reading “No save loaded.” Add a “WHAT’S NEXT” section listing “Create-a-Character presets,” “Outfits & color palette system,” and “Lobby room environment.” Add a “TIP” section whose card says that stats and households are stored in localStorage for now. On narrower screens, hide the right panel first and make the center stage and left panel responsive; on very narrow screens stack the left panel above the center stage.

Implement household persistence with browser localStorage. Track total play time across sessions and display it as hours with one decimal under ten hours (and sensible whole-hour formatting after that). “Start New” creates a household record with a unique ID, name “Household 1,” “Household 2,” etc. based on the current list length, created and updated timestamps, saves it, marks it as the last loaded save, refreshes the stats, and shows a toast such as “Created: Household 1.” “Continue” loads the last selected household if it exists and shows “Continue: Household X”; if none exists, show “No save to continue.” “Saved Households” opens a centered dark translucent modal titled “Saved Households,” with a Close button. List households sorted by most recently updated, showing each name and formatted update time plus Load and Delete buttons. Load marks that record as current, closes the modal, updates metadata, and shows a loaded toast. Delete removes the record, clears the current ID if necessary, refreshes the list/stats, and shows a deleted toast. If empty, show a message explaining that no households exist and that Start New creates one.

Use a bottom-centered pill-shaped toast notification with dark translucent background and a short fade in/out for save, load, delete, vibe, and camera actions. Keep all interactions functional without adding unshown gameplay systems, needs, careers, combat, or actual character customization beyond the three palette-changing vibe presets. Use no build step; a single HTML page with CSS, ES-module Three.js loaded through an import map, and JavaScript is sufficient.

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