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Spice Street Kitchen

  • 2d
  • cooking
  • time-management
  • arcade
  • tap
  • mobile
  • portrait
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Spice Street Kitchen yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Spice Street Kitchen was built by Oleg Sidorkin 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 Spice Street Kitchen 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 Spice Street Kitchen

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 portrait-first, touch-focused 2D canvas cooking time-management game titled “Spice Street Kitchen.” It should fill the viewport with a responsive canvas and a dark plum/purple UI overlay, using a warm stylized street-food palette: coral-red and golden-yellow gradient sky, alternating red/gold awning stripes at the top, an exotic simplified skyline of rounded purple buildings, and a tiled plum kitchen counter occupying the lower half. Use chunky rounded rectangles, thick golden borders, dark purple drop shadows, high-contrast cream text, and simple friendly cartoon artwork.

At launch, show a full-screen translucent dark overlay and a centered rounded purple title card with a thick gold border and shadow. The card says “Spice Street Kitchen,” explains: “Build each dish by tapping its ingredient stations, then tap the waiting guest before their patience runs out.” Include a large gold “Open Kitchen” button. Tapping it starts a fresh rush with 3 lives, 0 coins, 0/11 orders, combo x1, and the first recipe.

The main playfield has a single centered waiting cartoon customer around the upper-middle/lower-skyline area. Draw a simple round dark-purple body/head silhouette, peach face, dark hair cap, dot eyes, and a small smiling mouth. Above the customer, draw a cream rounded order bubble with the current dish name, its food emoji/icon, and three numbered step circles. Completed steps become green circles with checkmarks; incomplete steps show numbers 1, 2, and 3. The customer subtly bobs vertically. The customer is served by tapping near the character (within roughly a 70-pixel radius around its center), but only when all three recipe steps have been completed.

At the bottom, arrange seven tappable ingredient/action stations as two centered visual rows: four stations in one row and three in the other, with responsive square-ish rounded cards. The stations are: FISH with a fish icon and blue card, DOUGH with a flatbread icon and tan card, FRUIT with an orange icon and coral card, SPICE with a chili icon and red card, PAN with a frying-pan/egg icon and orange card, STEAM with a steam icon and cyan card, and OVEN with a fire icon and orange-red card. Put three additional rounded locked “UPGRADE” placeholders around the station area, showing a lock icon; tapping one displays “Unlock at 150 coins,” but do not implement an actual unlock purchase. The station required for the next step is highlighted pale yellow and outlined. Tapping the correct station appends that station to the dish sequence and shows a brief toast such as “Perfect!”; completing step three shows “Dish ready — serve!” Tapping a wrong unlocked station reduces the current customer’s patience by 0.12, resets the combo to 1, and shows “Wrong station!” Tapping the customer before the dish is complete shows “Finish the dish!”

Use this repeating recipe sequence, with six dish definitions cycling in order: Saffron Fish = fish, spice, pan; Cloud Dumplings = dough, steam, spice; Sun Pastry = dough, fruit, oven; Harbor Feast = fish, steam, spice; Honey Twist = dough, fruit, oven; Spiced Pockets = dough, spice, steam. Display each recipe’s name and food icon (fish, dumpling, or pastry) in the order bubble. After a successful serve, award 10 coins multiplied by the current combo; while the coin/cash boost remains active, double that reward. Increment served orders, increase combo up to x8, briefly flash the screen pale yellow, show a toast like “+20 COMBO x2,” and move to the next recipe with a fresh full patience meter.

The customer has a patience timer represented by a top-center horizontal gradient bar from red through yellow to green, labeled with served progress such as “0/11.” Patience drains continuously while playing: approximately 0.024 per second while the clock boost is active and 0.045 per second after it expires. If patience reaches zero, decrement a heart/life, reset combo to 1, show “Customer left!”, and start the next order if lives remain. With no lives left, stop the game and show a start-card result state titled “Kitchen Closed” with the message “Try a faster station sequence to keep your guests smiling.” After 11 successfully served orders, stop the rush and show “Kitchen Complete!” with a message reporting the earned coins and final combo streak, and change the button to “Cook Again.”

Implement the HUD as fixed overlay elements that do not block canvas taps except for the start modal: top-left rounded dark-purple box with gold border showing a heart and lives plus a coin and coin count; top-center box showing order progress and the patience bar; top-right box showing “COMBO x1” and a combo meter that fills toward x8. At the bottom-left, show two small rounded power indicators: a clock icon with an 18-second timer and a coin icon with a 25-second timer. The clock timer affects patience drain, and the coin timer doubles serving rewards; both count down during the rush. Center a cream/gold pill-shaped hint near the bottom reading “Tap stations to cook · Tap the customer to serve.” Use responsive typography and compact HUD placement for narrow phone screens, keeping the play area portrait-friendly and avoiding overlap with stations. Show brief animated toast feedback near the center for correct actions, errors, reward messages, customer departures, and end states. Support pointer/touch input on the canvas and scale correctly for device pixel ratio and window resizing. Do not add movement, inventory management, extra levels, upgrade purchasing, enemies, or features beyond this tap-sequence cooking loop.

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