Arcade › Fresh Market Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. adeline.boonew7 built it with Cinevva, so it works on a phone or a tablet too.
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Fresh Market Rush was built by adeline.boonew7 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 Fresh 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.
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 fullscreen, mouse-and-touch drag-and-drop arcade game titled “Fresh Market Rush” (the UI brand reads “SHELF SPRINT”). Use a single responsive canvas filling the viewport, with a dark navy vertical-gradient background, a translucent golden circular accent in the upper-right, and a muted translucent green market-ground band across the lower portion. Overlay a fixed HUD: top-left bold white “SHELF SPRINT”; top-right three dark rounded statistic pills labeled SCORE, TIME, and STREAK, showing the current score, remaining seconds, and consecutive-success count. At the bottom center show a rounded dark help badge reading “Drag food to a customer or refill the matching market stall.” Before play, show a centered modal overlay with a dark blue gradient rounded card, the title “Restock Rush,” explanatory text that customers are coming and the player should grab products from the stockroom and drag them onto matching shelf spots before time runs out, a gold “Open the store” button, and small “Works with mouse or touch” text. Starting the game hides the modal, resets score and streak to zero, sets the countdown to 60 seconds, creates the shelves, stock, and customers, and begins the timer. When time reaches zero, stop interaction and show the modal again with title “Shift complete,” text reporting the score and best streak, and a button labeled “Restock again.” The playfield should contain three horizontally arranged rounded market stands on desktop, with responsive two-column behavior on narrow screens. Stands are green with a light green outline and labels “BREAKFAST STAND,” “DAIRY STAND,” and “SNACKS STAND.” Each stand has three dark brown horizontal shelf rails and a set of up to eight total rounded empty shelf slots distributed across the stands in three rows. Empty slots are dark translucent rounded rectangles with dashed pale outlines, a centered plus sign, and the required product name at the bottom. The slots require particular products: cycle through APPLES, MILK, CEREAL, BREAD, JUICE, and CHIPS as the product types are assigned. A correctly filled slot becomes a solid product-colored card with the relevant food emoji and product label; it remains filled for the rest of the round. A briefly highlighted/pulsing outline should indicate a recent attempted shelf drop. At the bottom, arrange a stock tray of 5–8 large rounded, colorful product cards in a responsive 3- or 4-column grid. Each card displays one of six products with its emoji and uppercase label: APPLES 🍎 in red, MILK 🥛 in pale blue, CEREAL 🥣 in amber, BREAD 🍞 in dark orange, JUICE 🧃 in pink/coral, and CHIPS 🍿 in lavender. The initial stock contains between five and eight cards depending on responsive shelf count; use the same cycling product distribution as the reference implementation. Cards should have a light border and subtle shadow. The player can press/touch and drag a stock card; show a lifted card at the pointer with slight rotation and shadow while dragging. Also display three waiting cartoon customers in the area between stands and stock. Each customer consists of a bobbing simple head, a colored rectangular torso, and a cream speech/order bubble above them reading “WANTS [PRODUCT]” with the requested product emoji. On desktop use three customers and on narrow screens two. Initial customer requests should be CEREAL, BREAD, and JUICE in sequence (for the visible customer count), with replacement requests randomly selected from the six products after successful service. Customers gently bob vertically. Interaction rules: dragging a product onto a customer succeeds only if the product IDs match. On a correct customer delivery, remove that stock card, award 150 points plus 25 times the current streak, then increment the streak, remove the customer, and immediately add a new customer at that position with a random request. A wrong customer drop subtracts 35 points without going below zero and resets the streak. Dragging onto an empty shelf slot succeeds only when its required product matches: fill the slot, remove the stock card, award 100 points plus 20 times the current streak, then increment the streak. A wrong shelf drop subtracts 25 points without going below zero, resets the streak, and briefly pulses the target slot. Drops on already-filled slots do nothing. Whenever all stock cards have been used, add 8 seconds to the timer, generate a fresh stock set, and rearrange the tray. Keep customers and shelf targets visible simultaneously so the player chooses between fulfilling orders and restocking stalls. Use mouse and touch pointer events and prevent page scrolling. Use a polished, friendly market-game visual style: rounded UI, system sans-serif typography, high-contrast white and cream labels, colored food cards, soft shadows, simple canvas-drawn emoji-based food imagery, and subtle motion only for customer bobbing, drag lift/rotation, and slot feedback. The game state should visibly communicate score, countdown (rounded up for display), and streak throughout the timed 60-second rush.