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Sunbeam Club

  • 3d
  • isometric
  • management
  • idle
  • clicker
  • beach
  • casual
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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. Waylon Ooten built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunbeam Club yet. Play it, then tell Waylon Ooten what you would add next.

Make your own game

Sunbeam Club was built by Waylon Ooten 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 Sunbeam Club 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 Sunbeam Club

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 bright, polished 3D casual beach-club management game called “SUNBEAM CLUB,” subtitled “Sunny beach business.” Use a fixed orthographic/isometric camera looking diagonally down at a small rectangular tropical island, with a sky-blue background and soft distance fog. The scene should be colorful, toy-like, clean, and softly lit: pale sand, turquoise water, pastel furniture, strong ambient light, directional sun shadows, and rounded white glassy UI panels.

Build the beach-club environment on a sandy rectangular island. At the far/back edge, include a narrow wooden boardwalk and a strip of shallow blue sea. In the center-left, create a rectangular white pool deck with a darker turquoise pool inset and a thin bright-water highlight along one edge. At the back/right, place a small wooden cocktail bar with a white counter, pink flat roof/awning, and three yellow bar stools. Place several white loungers with colored pads (blue, pink, and yellow) around the sand, each paired with a tall matching cone-shaped sun umbrella on a dark pole. Include a white cabana with a pink roof/shade, wooden posts, and several simple stylized palm trees around the island. Add a small simple manager/player marker near the middle: a yellow cylindrical body and pink spherical head. The player marker does not need movement controls; the main interaction is clicking/tapping objects.

Populate the club with animated casual beach guests represented by low-poly humanoid character models. Start with seven guests, alternating male and female appearances, and have them walk continuously around a set of waypoints across the club: approximately (-6,5), (4,2), (6,-1), (-5,-3), (0,6), and (8,6) in the island’s coordinate space. Guests should use a looping walk animation, move slowly between targets, and rotate to face their direction. Continue spawning guests over time until there are ten guests by default, with capacity upgrades raising the maximum by two per level. There are no enemies, combat, lives, or failure state.

The core loop is collecting tips. Show five small stacks of bright green cash on the beach at startup, each made from three layered rectangular bills and gently bobbing up and down. The player taps/clicks a visible stack to collect it, immediately adding 
0 and showing a brief dark toast notification such as “+
0 tips”; after about 1.2 seconds the stack reappears at a random location on the island. Every four seconds, spawn another visible cash stack at a random beach location worth
0 plus $5 for every level of the Towels upgrade. The starting cash is
20. If a helper has been hired, award an additional
0 per helper every four seconds automatically. Keep the cash total as an integer and update the HUD immediately. Implement the bottom-left management panel with two tabs: “Helper” and “Upgrades.” Use a pale blue tab strip with the active tab as a white rounded button and green text. The Helper tab has a “Beach team” heading and a helper count, plus buttons for “Hire a beach helper” (broom icon, cost
00, description “Collect tips automatically”) and “Expand attractions” (palm icon, cost
80, description “More guests + faster revenue”). Hiring subtracts
00 and increments the helper count. Expanding subtracts
80, adds a new small white deck/platform near the front/bottom of the island, and places two additional
5 green cash stacks there; show an “Attraction expanded!” toast. Buttons should be disabled or visibly dimmed when cash is insufficient, with a “Need more cash” toast if clicked without enough money. The Upgrades tab has four purchasable buttons: “Towels +1” ($75, description “Guests stay happier”), “Capacity” ($60, description “Welcome more customers”), “Washing speed” ($70, description “Pool turnover is quicker”), and “Cleaning speed” ($90, description “Keep the club sparkling”). Each purchase subtracts the listed cost and increments that upgrade’s displayed level to “Level N complete.” Towels increases future cash-stack value by $5 per level. Capacity raises the guest maximum by two per level. Washing speed and Cleaning speed are represented as levelable upgrades in the interface but do not need additional visible mechanical effects beyond recording their levels. Use a fixed HUD over the 3D scene. At top-left show a rounded white brand card reading “SUNBEAM CLUB” and “Sunny beach business.” At top-right show a rounded white stat card labeled “CASH ON HAND” with the current amount in green, initially
20. At the upper center, show a temporary dark rounded toast for collection and upgrade messages. At bottom-right show a white hint card reading “Tap the green cash stacks to collect tips.” On narrow mobile screens, keep the panel usable and move the hint upward so it does not overlap the panel. Support mouse and touch/pointer tapping, while ignoring taps in the bottom UI area for world cash collection. Use soft shadows, ambient occlusion-like depth from lighting, pastel beach colors, rounded UI cards, and responsive full-screen rendering.

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