Touch: tap the Stock, Recipe and Pitch & kit tabs and the minus and plus buttons (hold to repeat) to buy supplies, set the recipe and set the price; Fill basket stocks up for the number of cups you choose; tap Open the stall; during the day tap the price buttons to change it live, Speed to run the clock three times faster and Pause; the sound and pause buttons are at the top right · Keyboard: Tab or the Up and Down arrows move between controls, Left and Right change the focused stepper (or the price when nothing is focused), Enter or Space presses the focused button or the screen's main action (start, open the stall, next morning); during the day Up/Down or Left/Right change the price and F toggles speed; P or Esc pauses; M mutes. Every control also works with a mouse.
About:
A touch-first market simulation in the spirit of the 2000s Flash classics, made in-house for Leetdom. Each morning you get a weather forecast with an honest confidence figure, a two-day outlook, the number of people likely to pass, a rival cart's price and market news such as a lemon frost or a cup-factory strike. You buy stock in packs at prices that drift day to day, mix lemons and sugar per pitcher and ice per cup, and set a price. Then the day plays out on the street: every passer-by has their own taste, budget and patience, so you see who stops, who walks off saying it is too dear, who goes to the rival, who gives up on a long queue and who leaves happy with a cup. You can nudge the price live and speed up the clock. Lemons keep three days, ice melts by nightfall and unsold pitchers are poured away, so over-buying costs as much as selling out. Every evening the report breaks the day down into passers, browsers and buyers, lists why each lost customer walked away, charts sales by hour and plots what each price from $0.30 up would have earned with your actual stock and with unlimited stock, alongside plain-language tips about what went wrong. Good cups raise your star rating, which brings more customers and opens busier pitches: Park Gate, Market Square and Beach Walk, each with rent and its own weather sensitivity. Five pieces of kit (a chalk sign, cooler box, big jug, parasol and citrus press) change the numbers. Bronze, Silver and Gold cash targets grade each season, and finishing the Summer Fair unlocks the harder Heatwave season. Lemon Stall lays out as two stacked panels in portrait and side by side in landscape, pauses when the tab is hidden, saves your season each morning and your best results when storage is available, and has a mute control. During a rush the coin and pour sounds thin out and soften so they never drone. Every person, building, icon and sound is drawn or synthesised by the game code; there are no external art, audio, font or network assets.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03 independent QA (pi-fleet): real CDP touch at 390x844 and 844x390 plus mouse/keyboard at 1280x800 each played title, planning tabs, recipe and price changes, a full trading day with a live price change and x3 speed, the evening report and the next morning with zero console/page errors and zero non-local requests; a storage-throwing context played a full day; a hidden document froze the clock and opened the pause panel; a ?debug=1 run played all fourteen days to the season-end screen, restarted in one tap and unlocked Heatwave. On www.leetdom.com the Full screen button refitted the game (phone 332x590 to 390x844, desktop 478x850 to 1280x800 landscape layout) and touch/mouse still started a season. Offline audio replayed from recorded gameplay through the game's own sound code: mix peak -10.9 dBFS (all sounds stacked -3.4), music 12.6-14.0 dB RMS under effects, energy above 6 kHz 45 dB down, true digital silence between effects; a busy-pitch recording led to coin/pour/lost/yum rate limiting (coin plays 126 to 52 over two busy days). Headless bots over 40 seeds per mode: idle play ends near Bronze, $0.30 and $2.50 price exploits fail, skilled play reaches Gold. 2026-10-03: local build tested with playwright-core and Chromium on the Pi. Real CDP touch at 390x844 started a Summer Fair, switched all three planning tabs, changed the recipe and price, opened the stall, changed the price live, toggled speed, reached the evening report and the next morning; a hidden-document event froze the clock (sim time unchanged over 1.2 s) and opened the pause panel. The same flow passed at 844x390 landscape (side-by-side layout) and at 1280x800 with mouse plus keyboard (Enter to start, Tab focus, arrow keys for the price, F for speed). A ?debug=1 fast-forward run played all fourteen days to the season-end screen and restarted in one tap. A context whose localStorage getter throws played a full day with no errors; a normal context reloaded to a working Continue that restored day 2. All runs had zero console/page errors and zero non-local requests; the installed copy at /play/pithpenny loaded with zero errors and only leetdom.com requests. Headless node tests cover deterministic seasons and customers, recorded vs headless day equality, customer-funnel conservation, taste notes, three-day lemon spoilage, unaffordable plans and the hindsight optimum; a strategy bot over 30 seeds per mode finished every season without bankruptcy (good-strategy median $192 Summer, $534 Heatwave). A 30-second OfflineAudioContext audit of the game's own sound code measured a -7.6 dBFS mix peak including a stacked burst, music 14.1 dB RMS below effects, energy above 6 kHz 42 dB below the full band, and 55% true digital silence in the effects stem. Portrait, landscape, desktop, report, season-end, paused and storage-blocked screenshots were inspected.
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