# Clone Prompt: Seashell Tycoon

Paste this entire file as your **first message** in a new Lovable project.

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Build **Seashell Tycoon**: Sally sells seashells by the seashore. Comb → Bucket → Stand.

## Stack
TanStack Start, React 19, Tailwind v4. No backend. One route at `/`.
Semantic tokens in `src/styles.css`. State in `useReducer`. 30fps tick.

## Core loop
Click the beach to comb up shells. Shells go into a bucket. When bucket fills,
empty it at the stand to convert shells → cash from passing tourists.

## Shells (random drop weights)
- Clam 🐚 ×1 (common)
- Conch 🪸 ×3
- Spiral 🌀 ×8
- Sand Dollar 💿 ×20
- Pearl 🦪 ×100 (rare)

## Mechanics
- Each click on the beach = 1 shell (random by weight).
- Bucket capacity starts at 10; upgradeable.
- Tourists at the stand auto-buy at a rate of `1 / (3s / demand)`. Each sale
  converts the next shell in the bucket to cash at its value × price multiplier.
- Tourist demand rises/falls with a sine wave (beach hours) + price elasticity.

## Pricing
Player sets a price multiplier slider (0.5×–3×). Higher prices = more cash per
shell but slower tourist arrival.

## Upgrades
1. Sand Comb — +1 shell/click, base $30
2. Bigger Bucket — +10 capacity, base $50
3. Stand Sign — +20% tourist demand, base $120
4. Beachcomber Helper — auto-click 1/sec, base $400
5. Pearl Diver — 2× pearl drop rate, base $1,500

## Visuals
- Top half: sandy beach gradient with scattered shell emoji at clicked spots
  (briefly animate +scale on click).
- Bottom half: stand with a row of tourist emoji walking up.
- Bucket UI: vertical fill bar with shell emoji stacking.
- Wave audio NOT required; CSS animated SVG waves at the horizon optional.

## Layout
- Top bar: cash, shells in bucket / capacity, demand meter.
- Left: upgrades.
- Right: price slider + tourist queue.
- Center: beach (click target) + stand.

## Acceptance
- Clicking beach adds shells with animated feedback.
- Tourists visibly walk up, buy, and leave with shells.
- Price slider tangibly changes income rate.
- No console errors.
