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Remix Sole Empire 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 Sole Empire
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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 mobile-friendly 3D idle retail management game titled “Sole Empire,” rendered with Three.js in an orthographic isometric view. The player runs a clean sneaker megastore on a large pale floor with a subtle square grid, light blue-gray backdrop walls on the back and both sides, soft shadows, bright ambient lighting, and a blue wall sign reading “SNEAKER MEGASTORE.” Use a polished low-poly/cartoon style. The camera should look diagonally down from approximately (13, 15.5, 13) toward the store center, with an orthographic projection and responsive resizing.
Populate the store with five initial shoe stands/shelves arranged in rows across the floor. Each stand is a 3D shelf fixture containing several small colorful low-poly shoes; shoes should be compact rectangular sneaker-like blocks with a dark sole and colors cycling through red, green, blue, yellow, pink, purple, and orange. Each stand has stock, a maximum stock, and a level. Initial stands should have roughly 12–18 stock, max stock 22, and level 1. Tapping/clicking a stand raycasts it and spends $38 to restock it by 10 shoes, up to its capacity, then briefly displays information such as “Stand 1 • Stock: 22/22 • Lv1.” Tapping a stand should also identify it as the selected stand for later upgrades. Tapping the glowing upgrade spot upgrades the selected stand, or the first stand if none is selected: charge $95 plus $35 per current level, increase its level, raise max stock by 7, add up to 5 stock, and refresh the shoes on the shelf.
Customers should be autonomous colorful stylized avatar characters. Use four varied character appearances such as a sunflower person, goldfish-bag person, unicorn person, and cosmic person, with small scale and cast shadows. Start several customers in the back-left/entrance area and periodically spawn more, with no more than about seven active customers. A customer chooses a stocked stand, walks across the store toward it, buys one or two shoes when reaching it, subtracts stock, adds money based on stand level (base $9 plus
per level), and then walks to the checkout area. If no stocked stand is available, the customer leaves toward the far corner. At checkout, customers form a queue of up to five near two checkout counter fixtures on the right side of the store. Clicking either checkout counter, or pressing Space, serves the next queued customer, removes that avatar, adds
8 plus three times the star level, and increases total shoes sold by 3. If the queue is full, arriving customers leave. Also include passive idle sales: stocked stands occasionally sell one shoe automatically, grant a small income of about
.60 plus $0.70 per stand level, and update their visible shoe count.
Place a large orange glowing upgrade marker near the front-right of the floor: an orange torus ring lying horizontally around an orange cylinder/core. Make it pulse continuously in size. Place two wooden storage crates in the left-side area. The store should initially show five stands, checkout fixtures on the right, crates on the left, roaming customers, and the glowing upgrade point.
Implement the progression and HUD exactly as an idle management game. Start with
,245 cash, star level 4, star progress 45/51, total sold 42, fulfilled online orders 1, and an online timer of about 32 seconds. At the top overlay, show three white rounded cards: on the left, a red “ONLINE: 32s” timer and red “FULFILL” button; in the center, an orange star icon, level number, orange progress bar, and text such as “45/51”; on the right, green cash text such as “
,245.” The timer counts down continuously. Before it is ready, clicking FULFILL grants $65 and reduces the timer by 6 seconds but not below about 3 seconds. When the timer reaches ready, show green “ORDER READY!” and make the button say “FULFILL!”; clicking it grants a larger reward of
35 plus 18 times the star level, increments fulfilled orders, and resets the timer to 44 seconds. Every online fulfillment also adds 4 to total sold.
Add a left vertical stack of rounded white overlay buttons labeled STORES, QUESTS, and SKINS. These buttons open and close panels. The Stores panel contains purchasable actions: “New Stand” for
80, “Upgrade Storage” for $420, and “Expand Floor” for $650. New Stand finds an open location from several predefined positions and creates a level-1 stand with about 11 stock; Upgrade Storage increases every stand’s max stock by 6 and adds 3 stock to each; Expand Floor creates two new stands in the expanded area with about 10 stock each. The Quests panel contains: “Sell 80 shoes” with reward
20, “Reach ★5” with reward
80, and “Fulfill 4 orders” with reward $95. Show current progress, disable claim buttons until objectives are met, and change claimed rewards to “DONE.” The Skins panel offers selectable Classic, Neon, Pastel, and Vibrant palettes that recolor the shoes on all shelves: classic uses strong red/green/blue/yellow/pink/purple/orange, neon uses cyan/lime/pink/purple/orange/light-cyan, pastel uses soft pink/green/blue/yellow/lilac tones, and vibrant uses saturated crimson/emerald/blue/gold/magenta/purple.
Star progress should increase occasionally with sales. When progress reaches the maximum, increase the star level, carry over excess progress, increase the next threshold using roughly max*1.08+6, and award a bonus of
80 times the new star level. Keep the HUD synchronized with all money, timer, star, sales, and quest changes. Include a dark translucent rounded instruction pill at the bottom reading “Tap stands to restock • Tap counters to serve • Tap glow to upgrade,” plus a temporary selected-stand info pill above it. Support pointer/touch input on the 3D canvas, click-and-drag style repeated pointer interactions, responsive mobile layout, and keyboard shortcuts Space to serve and R to restock the currently selected stand. Use soft shadows, clean white cards, rounded controls, red fulfillment accents, orange star/progress accents, green cash, and a light gray-blue overall background matching the reference visual.