Arcade › Sushi Chef
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dylan Lai built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sushi Chef yet. Play it, then tell Dylan Lai what you would add next.
Sushi Chef was built by Dylan Lai 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 Sushi Chef 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.
Create a responsive, portrait-friendly 2D tap/click cooking game titled “Sushi Chef,” rendered on a full-screen HTML canvas with a fixed HTML HUD overlay. The visual style is cheerful, simple, and family-friendly: warm cream-to-golden gradient background, tiny pale decorative dots, dark navy text, rounded cream UI pills with subtle shadows, coral-red buttons, and a brown sushi-counter strip. Use system fonts and food/chef emojis as the primary illustrations rather than detailed sprite art. At the very top, show a fixed HUD that does not block canvas interaction: a large rounded cream pill labeled “🍣 SUSHI CHEF” on the left, and three compact rounded statistic pills on the right showing “⭐ 0” for score, “❤️ 3” for lives, and “⏱️ 60” for the countdown. At the bottom, show help text: “Tap the rice cooker, seaweed, or fish rack · Tap the board to serve”. Initial state is a welcome/menu screen. Keep the warm gradient and counter stripe background, display centered dark text such as “Choose your kitchen shift” in the canvas, and show a large coral rounded “START SHIFT” button centered through the overlay. The start button has white bold text, rounded corners, and a darker red offset shadow. When pressed, hide it and show two mode buttons: teal “SINGLE PLAYER” and purple “CO-OP.” Selecting SINGLE PLAYER begins the actual shift. CO-OP is visibly available but is not implemented; pressing it should display the message “Co-op is coming soon — single player is ready!” and remain on the mode selection screen. The single-player shift lasts 60 seconds and begins with 3 lives, score 0, and combo 0. Display a centered cartoon customer/chef in the upper-middle area: a peach circular face, dark hair, red headband with a small “CHEF” label, simple eyes and smile, and a cream rounded order card beneath them. The order card says “Order: [recipe name]” and shows a food emoji. Randomly choose one of exactly four recipes: - Salmon Roll: required sequence rice, nori, salmon; reward 100; emoji 🍣 - Tuna Nigiri: required sequence rice, tuna; reward 80; emoji 🍣 - Avocado Roll: required sequence rice, nori, avocado; reward 90; emoji 🥑 - Shrimp Roll: required sequence rice, nori, shrimp; reward 110; emoji 🦐 Build the kitchen below the customer with large, clearly tappable stations. On the left, draw a pale gray rounded “RICE COOKER” panel with a large 🍚 and a small rice label; below it is a dark-green seaweed tray with a leafy emoji. On the right, draw a brown rounded “SUSHI BOARD”/knife station and beneath it a brown “FISH RACK” containing fish and shrimp emojis. Add instructional labels “TAP TO PICK UP” above the ingredient stations. At the bottom, draw a wide brown counter/floor strip with a light edge and a large centered brown rounded serving board. Label it “SUSHI BOARD” with a knife emoji when empty, or “READY TO SERVE” with a sushi emoji when ingredients have been selected. If ingredients are selected, show their emojis in a row above/on the serving board. Interaction is entirely tap/click based. Tapping rice toggles rice in the selected ingredient list. Tapping the seaweed tray toggles nori. Tapping the fish rack chooses fish ingredients in this cycle: salmon, then tuna, then shrimp, selecting the first one not already selected; if all three are selected, it cycles back to salmon. Tapping an already selected ingredient removes it. Preserve selection order, because the order must exactly match the recipe’s required array, not merely contain the same ingredients. Tapping the serving board submits the current selection. A submission is correct only when its length and every ingredient at every index exactly match the current recipe. On success, add the recipe reward plus combo*10 to the score, increment combo, briefly flash the whole screen white, show a temporary dark rounded notification such as “Perfect! +100,” and immediately generate a new random order with an empty selection. On an incorrect submission, subtract one life, reset combo to zero, show “That order is wrong!”, and clear the selection. If lives reach zero, end the shift. The countdown also ends the shift when it reaches zero. During play, continuously update the HUD timer using the ceiling of remaining seconds. At shift end, stop all gameplay input, show the start control again with the label “RESTART SHIFT,” and display a temporary message “Shift over! Final score: [score]”. Restarting should reset score to 0, lives to 3, combo to 0, timer to 60, and create a fresh random order. Use responsive positioning based on viewport width/height so the kitchen remains usable on different screens; cap the device pixel ratio at 2 and use pointer/touch input with no scrolling. Keep the interface polished with rounded rectangles, subtle shadows, strong bold labels, and the warm sushi-counter palette visible in the reference screenshot.