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Arcade › Velvet Marble Cafe
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Create a cozy 3D third-person hotel cafe management game titled “Velvet & Marble Cafe,” presented in a soft pastel luxury style. Use an orthographic-feeling/medium perspective third-person camera following a small female barista avatar, with WASD/arrow-key movement and a mobile virtual joystick. The player moves around a compact enclosed cafe room with a pale marble floor, cream walls, a back counter, warm rose/tan furniture, and soft shadows. Place three glass coffee tables across the room, each with lounge chairs on either side; on the back counter place a coffee machine, a cake, and a coffee cup. Use simple stylized low-poly furniture and character models, warm cream/rose/brown colors, ambient daylight, fog, and gentle cafe lighting. The scene should shift to a dark blue night background with dimmer lighting when the in-game hour reaches evening/night. At startup show a translucent tutorial modal over the game. It should be a rounded cream panel titled “Velvet & Marble Cafe,” explaining that the player is a barista running a hotel cafe and must satisfy the first guest. Explain: move with WASD/arrows or mobile joystick; interact near the guest and coffee machine; in decorate mode click/tap the floor to place lounge chairs; complete the order-to-making-to-serving sequence for a reward. Include a prominent pink “Open Cafe” button that dismisses the tutorial and starts the cafe. The core loop is a single customer order workflow. A female customer stands near the right side of the back counter. The HUD mission initially tells the player to approach the customer and take an order. When the player is close enough and presses the Interaction button (or E/Enter), randomly assign one of exactly three orders: latte, Earl Grey, or strawberry cake; show a toast with the accepted order and change the mission to tell the player to make it at the coffee machine. When the player approaches the coffee machine and interacts, mark the order as made, show a completion toast, and change the mission to tell the player to return to the customer. When close to the customer again and interacting, award $35 and +1 reputation, advance the hour by one, reset the workflow to waiting for the next guest, and show a success toast. Display a proximity-independent Interaction button at the bottom right; if the player is not close to the required target, show a toast telling them to move closer. Build a fixed HUD with rounded translucent cream panels: top-left brand card reading “Velvet & Marble” and “5★ Hotel Cafe”; top-right stats showing the current day/time state (initially day 1, daytime), money (initially20), and reputation (initially 0). Put a mission card below the brand card with a Korean-style cafe objective presentation and dynamic objective text. Put bottom-right controls for Interaction, Decorate, Save, and Load. Toast notifications should appear near the lower center. Match the implementation’s visible Korean labels where applicable: “오늘,” “보유금,” “평판,” “오늘의 목표,” “상호작용,” “꾸미기,” “저장,” and “불러오기,” while the title remains in English. The objective text should progress through approach customer, make at machine, return to serve, and completion states. Add a decorate mode toggled by the Decorate button or B key. While active, show an instructional overlay telling the player to click/tap the floor to place furniture, and visually mark the button active. A click/tap raycast onto the marble floor should place a lounge chair at that point, provided it is inside the playable floor area and not within roughly 1.2 world units of another placed chair. Each placed chair costs0, clamped so money cannot go below zero; show a toast confirming placement and cost. Clicking outside the floor or too close to another chair should do nothing or show an appropriate feedback toast. Exit decorate mode with the same button. Implement Save and Load using local storage. Save the current day, hour, money, reputation, phase/order/decor state and placed chair positions, with a toast confirming the cafe and progress were saved. Load should restore those values and recreate the saved lounge chairs; if no save exists, show a “no saved game” toast. Include keyboard shortcuts E/Enter for interaction, B for decorate, and P to initialize the gentle audio. After opening the cafe, initialize a soft brief synth chord/sound using Tone.js if available. Keep the gameplay focused on movement, interacting with the one customer and machine, serving orders, earning money/reputation, and decorating; do not add unrelated systems or screens.