TITLE: ISOPOP PROMPT: Build 'ISOPOP', a pastel isometric diorama city on a floating island. Buildings, park, looping roads, and streetlights constructed from CSS 3D transformed planes (or exact SVG polygons) in candy pastels with long soft shadows; tiny cars travel the road circuits; windows light and dim on a day rhythm; a park fountain animates. Interactions: a day/night switch regrades the entire scene (deepening sky, flickering streetlights, glowing windows), dragging slowly rotates the diorama a few degrees, and clicking a building pops a small resident card (Mika, ceramicist). Charming, meticulous, toy-like. DESCRIPTION: A toy-like pastel diorama of a floating island town, rendered as a single tilted CSS 3D world: eight candy-colored buildings with shaded facades, doors and window grids, two dashed looping roads with five tiny commuting cars, a park with an animated fountain jet and layered trees, eight streetlamps, drifting clouds and a bobbing island over a soft shadow puddle. A town clock advances on a day rhythm so windows light and dim on their own; a day/night switch regrades the whole scene from mint morning to violet night with flickering lamps and glowing windows; slow drag orbits the diorama a few degrees; clicking any building pops a resident card (Mika the ceramicist and six neighbors) with walk-time to fountain square. TECHNIQUES: Pure CSS 3D transforms — the entire city lives in one rotateX/rotateZ world with preserve-3d, so every building, road, lamp, tree and car is a positioned div on the same tilted plane. Buildings are procedurally assembled (roof gradient split, left/right shaded facade strips, deterministic window grids, long blurred shadow ellipses) from a palette with a small hex shading helper. Cars follow two rectangular circuits via segment lerp + atan2 heading rotation on requestAnimationFrame. Window lighting uses per-window deterministic pseudo-random seeds against a time-of-day depth curve. Layered radial-gradient island (grass/dirt/rock) with filter drop-shadow, conic-gradient logo cube, backdrop-blur glass HUD, and dedicated style elements injected for night-state rules. prefers-reduced-motion halts cars, clouds, bob and fountain; fully offline with zero external references. INTERACTION: Drag anywhere to slowly orbit the diorama (clamped spin/tilt); click a building to pop its resident card (Esc or tap outside dismisses); toggle the sun/moon switch to flip day/night — sky regrades, streetlamps flicker on, windows begin lighting on the day rhythm; watch tiny cars loop both road circuits while the clock advances and windows glow toward evening.