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The Counter

You have taken on a small shop: four areas to keep stocked, one person’s week of hours, and a lease. Walk the floor, the stockroom, the delivery bay and the back office — the walk between jobs is what the week actually costs. Order stock that arrives later than you paid for it, put it out, book help or don’t, meet what falls due, and open the week at the till. Twelve weeks. Same shop in 3D or in text, same numbers, same seed.

Money earned and money available are two different numbers. Most shops that close were not idle and were not badly run. They ran out of money in the account on a day money was wanted, while holding stock and being owed takings — a timing problem, against obligations written on a calendar that does not read your month. This game will never tell you that working harder was the answer, and it will never grade the person who closes.

You are standing on the shop floor. Walk to a fixture and use the button that appears.

You have taken on a small counter with four areas to keep stocked, one week's worth of your own hours, and a lease. Walk the floor with the arrow keys, WASD or the on-screen pad; turn in quarter turns; stand at a fixture and use the button that appears. Walking between jobs spends the shop's modeled hours — the stockroom is at the back for the same reason it is at the back in a real shop. Reading costs nothing and never will. When you have done what you can, open the week at the till and see what the week did.

Week
1 of 12
In the account
$6,500
Season earned
$0
Held for the state
$0
Hours left off the counter
12.0
Weeks of cover
5.9 (deep)

Walk up to a fixture — the till, a shelf, the order desk, the tray, the hours book or the roller door — and its controls appear here.

What week 1 brought

  • A quiet period. Nothing landed. Quiet periods are real and are not a bug.

The shop is carrying several weeks of cover, and the same event costs more where there is less to absorb it with. That is the model doing on purpose what the world does anyway.

Figures that move, and who publishes the current one

The shop, the street, the suppliers and every price in it are invented. The pacing numbers — hours in a week, margin on a shelf, how fast a delivery arrives — are MODELED — NOT SOURCED and are listed as such in the arcade registry. What is real is named at each fixture with the authority it came from, and where a real figure moves with the year or the state, this game names the office that publishes the current one instead of quoting a number that will be wrong by next spring.

Buffer weighting in this model: 160 percent of an event’s force lands on a shop with less than a week of cover for every 60 percent that lands on one with three. MODELED — NOT SOURCED, like every pacing number here.

Nothing here is scored, saved or sent anywhere beyond this browser’s own arcade record. The shop, the street, the suppliers and every price in it are invented and labelled as a model. What is real — the employer’s share of payroll tax, the federal minimum floor, what trust fund money is, what a date label does and does not mean — is named at the fixture with the authority it came from. Where a figure moves with the year or the state, this game names the office that publishes the current one instead of quoting a number that would be wrong by next spring. No real person or business is named.