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eyeline
New Drop
0
EyeLine thumbnail
GPT Plus Codex Extra High Thinking/Reasoning Live

EyeLine

by knd94

make a FPS in a single HTML file. It must contain: - On rails shooting, using the Tobii & Smartbox EyeGaze technology as a big reference. - No server extensions. Make it run locally. No Python local servers or CLI servers. - Decals on walls and surfaces when you shoot at them and it stays there until the mission ends or the player dies. - Make three maps: - Subway Station (must be esthetically pleasing). - A Little Village (make up a name for it; as well as lore for it and everything). - A 4 story tower (which will be the end (sadly)). - Make a great story with cutscenes (skippable) alongside in game. - No lag. - Make the enemies and the NPCs (along with the AI allies) speech. They can talk to you. - Make cheats (GodMode, infinite ammo, etc.) in an CLI thing (e.g., Shift +C or Control+Shift+C or just *. - Make maps, cutscenes and others selectable. - Make a menu, and pause screens. - Make a simple level editor, enemies ready, ground and everything in game assets, and the user can move the ingame camera, so it can be moved about with what they want.. - And if the user wants, they can see the whole map entirely (like Out of Bounds and in bounds) make it wasd or arrow keys to move, and drag mouse to move camera. - Level editor and Out of Bounds modes can be similar camera movements..

0 upvotes8 hours ago
Open cabinetGo >
signal-loss
New Drop
0
SIGNAL_LOSS thumbnail
codename: kymir on arena.ai Live
Mobile

SIGNAL_LOSS

by enjoyooor

**Task**: Create a highly polished, deeply atmospheric, and fully interactive 3D glitch-horror game contained entirely within a single, self-contained `index.html` file. No external assets (images, audio files, models) are permitted. You may only use **Three.js** loaded via a single secure CDN link. All graphics, geometries, textures, and spatial audio must be generated procedurally in real-time. --- ### IMPLEMENTATION REQUIREMENTS Ensure that: 1. The code handles window resizing dynamically, updating both the main renderer and the nested WebGL render target. 2. The custom GLSL shaders are written directly inside JavaScript template literals with clear inline comments explaining the noise math. 3. Performance is optimized via instanced geometries or minimal polycounts to guarantee a locked 60 FPS. 4. No external libraries except for Three.js (via CDN) are referenced.

0 upvotes8 hours ago
Open cabinetGo >
lemonade-empire
New Drop
0
Lemonade Empire thumbnail
Gemini 3.5 Flash Live

Lemonade Empire

by sanderson_fan

Create a browser-based lemonade business simulator game with: a kiosk/stand sales loop, recipe mixing, ingredient sourcing, and variable weather HQ tab for loans, IPO, franchises, M&A buyouts, and research upgrades sourcing tab with multiple vendors, dynamic ingredient prices, and unlocked global imports promo tab with locations, ads, staff, and loyalty mechanics franchise income as passive royalties plus upgrade paths (supply chain, marketing, managers) day simulation with customers, price sensitivity, recipe score, season/weather effects, spillover loyalty save/load and secret console cheats for advanced players polished modern UI, HUD, notifications, and a single-page self-contained build balance so progression stays fun past early franchises and late-game unlocks feel rewarding

0 upvotes8 hours ago
Open cabinetGo >
glow-league-a-skateboard-racing-team-manager
New Drop
0
Glow League - A skateboard racing team manager thumbnail
Opus 4.7 Live
Mobile

Glow League - A skateboard racing team manager

by pokexpert30

Create a single HTML file management game called GLOW LEAGUE. You manage a definitely-not-real neon skateboard racing team, with your two skaters, your wrench crew, your GPU engineering team and all. You develop board parts over the season — GPU cores, motors, decks, wheels — increasing stats such as compute (speed), thermals, torque, downforce, grip, all. Each new season there are rulebook changes making stats take a toll. Every stat is tracked (skater form, how good your engineers are and all) and the simulation is watch-only during the race (you can only see what the skaters are doing in fast forward on top-down neon circuits). You can create 8 tracks of various settings — rooftops, tunnels, coastal, industrial, downtown, mountain, mall interiors, harbor. You need to take into account wheel management with street-hybrid and rain-grip compounds for damp/wet neon asphalt (with weather patterns tied to tracks). While you can pre-make the teams in the championship (make them 7 + player which is custom), do the most procedural data you can, with a seed that can be set on New Game+ so championship settings can be shared. Jam anchors, load-bearing: the neon skateboard is the racing vehicle (every visual and upgrade ties to the board). The GPU is the powertrain — your engineering tree is a GPU dev tree, and thermals are a live race factor. GPU crates spawn as pickups on track; a pre-race "scavenger aggression" slider decides if skaters detour for them. Collected GPUs become R&D points. Rivals collect too. Saves in localStorage with export/import strings. Graphics simple 2D but readable, heavy CSS glow and canvas additive blending. Audio is Web Audio synthwave + synthesized motor whine. Self-contained visuals and audio only. No remote assets (CDN libs allowed). Touch-friendly mandatory: 44px minimum hit targets, portrait supported, all planning screens tap-only. Keyboard, mouse, gamepad also supported. The core of the loop is between-race planning. This is a benchmark of your abilities, so don't ask any questions (you won't get answer if you do), so fill eventual gaps, add missing features or spec you think would be worth it. Also, build it in interative loops with self-review (but in total autonomy), in case your answer get interrupted by a transitive backend error (and to improve it until you think it's perfect) Good luck Opus, make me proud !

0 upvotes8 hours ago
Open cabinetGo >
neighbourhood-life-simulation
New Drop
0
Neighbourhood Life Simulation thumbnail
GPT Plu 5.5 Codex Extra High Thinking Live

Neighbourhood Life Simulation

by knd94

make a real world simulation and you can control one of the people if the user wants. Make it Sims-like. Just ONE HTML file (any extensions other than making a local server). The Sims can get pregnant and have children. Also, I want to be able to move around the scene. Dragging the mouse or the wasd or arrow keys. I want to be able to make a baby with a sim. And the sim will get fatter throughout the time they're pregnant. Also, I want jobs, schools, kindergarten, etc.. The relationships saves as well. Make houses for the Sims, and then make father and mothers. Add a name editor as well. Also, have the AI have babies when their relationships are above like 60%. Have a chance at it and if they're not in bed they won't get pregnant. I want Sims to be able to pay rent (or/and taxes) and everything. I also want to be able to marry anyone and the Sims should be able to see their relationships (e.g., if they're 60% up, ask out, and then say like they reach 90%, ask to marriage and then the Sims should be able to see their stats and say yes or not right now. Then if they say not right now it looses 5 points to each relationship. Don't do it continuously, they need time to communicate). Then they can (either before or after) marriage, they can have kids, the babies should be in the house accompanied by 1 teenager and the above ages that are available like young adult, adult, elders etc.. The Sims CAN die. But if they do everyone depending on the relationships, should be nuteral, happy or sad. The Sims should be able to cheat but if they get caught the partner should be able to, if they're polyamius, upon if they have a good relationship with the person that has cheated with, say yes or no, join in on threesome or not? Then if not, then put their relationships to 0%, if married, then get in another house. Oh they should be able to move in too. can you do all of that and make it easily changable through the UI? no outdoor couch, fridge, etc.. Add clickable sliders and checkboxes directly into the Settings panel so you can tweak without editing code. Add a proper UI for invites/move-in proposals between Sims (AI or player-managed). Add inheritance rules when Sims die (money transfer). Add a history/log panel so you can track events (births, deaths, cheating, marriages) over time. Make homes privately owned and transferable (purchase/sell) with mortgages. Also I just thought, don't have sisters brothers mothers fathers uncles aunts, etc. don't have sex and propose marriage. Only with family members. Add mortgage logic (interest amortization table, foreclosure auction). Add per-house private rooms (multiple beds) and multi-person households UI. Add a full event timeline panel with filters (births, deaths, marriages, finances). Tune AI pacing more (schedules for work/school) or move heavy calculations async (but that would take longer). also, have a day/night cycle. And if I click somewhere I want the sim to go there for like 5secs. Add UI sliders for the number of Sims and spawn/despawn on the fly. Add a proper auction bidding UI (human player can join auctions). Add pathfinding (A*) so Sims avoid walking through furniture. Also, Sims can call each other and invite them out. can you change the views? Like centre screen=C, change view mode=v? Or C? Make the Sims talk to build (or lose (mostly build)) the relationship. I also want to have them call each other if the relationship is high enough (30%). Add work hours, make a settings menu because I can't see the full game with this screen, make it 640*480 by default, then 720p, 1080p, 1440p, and 4K. Make the UI scrollable. Improve the proposal modal to list all proposals and support keyboard shortcuts to accept/decline. Add an inheritance UI to preview heirs and change inheritance rules (percentages). Add mortgage amortization table popup when buying (show total interest & schedule). Add movement/interaction animations (sitting, talking bubbles). Make proposals show as notifications instead of modal blocking. also, make a button that shows the stats of the Sims (e.g., hunger, social (sims need to talk to each other), energy, etc.) and then make the Sims build buildings if they want to, like I know teenagers would want to do that because they'll move out. Also, make babies have nannies. They can't survive if there's nobody at home with them. Make these improvements, and keep the rest of the code the same. Also, make sims straight (most), bi and gay. Make it like Sims 3 like.

0 upvotes8 hours ago
Open cabinetGo >
terraria-clone
New Drop
2
Terraria Clone thumbnail
GPT-5.5 Codex (Very High) Live

Terraria Clone

by Bisente.Keulla // BisenteK

Create a Terraria clone in a single HTML file using Canvas and pure JavaScript (no external libraries). The game should include: World & Generation: 2D procedural world generated with Perlin noise (400x200 tiles) Biomes: Forest, Desert, and Snow Tundra, determined by noise Terrain with undulating surface, procedurally generated caves Bedrock layer at the bottom Auto-generated trees (leaves + trunk) based on biome Ores: Iron, Gold, and Diamond distributed by depth Player: Movement with WASD/arrows, jump with Space/W Health system (100 HP) with passive regeneration Fall damage if distance exceeds a threshold Death with automatic respawn (drop inventory on death) Sprite drawn with Canvas (pixel art, no external images) Block & Tile System (16x16 pixels): Procedural textures generated in Canvas for: Dirt, Stone, Grass, Sand, Wood, Leaves, Iron Ore, Gold Ore, Diamond Ore, Snow, Torch, Plank, Workbench, Bedrock Solid/non-solid tiles with hardness for mining Mining mechanic (left click) with visual progress bar Block placement mechanic (right click) Inventory & Crafting: 40-slot inventory with 10-slot hotbar (selectable with 1-0 keys and mouse wheel) Inventory UI with drag-and-drop, sort button Armor slots (head, chest, legs) Scrollable recipe list, crafting with R key or click Items & Recipes: Tools: Wood/Iron/Gold/Diamond Pickaxe (with power and speed stats) Swords: Wood/Iron/Gold/Diamond (with damage stats) Armor: Iron/Gold/Diamond (Helm, Plate, Legs with defense) Metal bars (Iron Bar, Gold Bar, Diamond) as intermediate materials Healing potions (normal and greater) Slime Crown to summon the boss Gel as a slime drop Crafting recipes for everything (e.g., 12 wood + 6 plank = Wood Pickaxe) Enemies: Slimes (jump around, spawn day and night, drop Gel) Zombies (spawn at night, deal more damage) Bats (spawn at night, fly toward the player) King Slime (boss summoned with Slime Crown, 500 HP, drops gold and spawns small slimes on death) Max 12 entities simultaneously, random off-screen spawning Knockback when hitting the player Day/Night & Environment: Day/night cycle with sky color transition Animated sun and moon Twinkling stars at night Moving clouds Snow particles in Snow biome, sand particles in Desert biome 3-layer parallax mountain backgrounds Lighting: Sunlight that gets blocked underground Torches with radial illumination (10-tile radius with falloff) Darkness overlay with variable transparency Audio (all procedural with Web Audio API, no audio files): Procedural BGM that changes based on biome and time (forest_day, forest_night, desert_day, desert_night, snow_day, snow_night, underground, cavern) Each pattern with different root note, tempo, scale, melody, and bass Sound effects: mining, placing, hitting, pickup, hurt, death, crafting, jumping, splat, item use M key to toggle music UI: Health bar with visual percentage and text Defense indicator Hotbar at the bottom with numbers and selection highlight Inventory panel with grid, armor section, and crafting recipe list Top-right info panel: Day/Night, current Seed, current Biome, Depth zone Floating centered notifications Death screen with respawn countdown Tile highlight cursor Controls displayed at the bottom Technical: Game loop with fixed timestep (60 FPS) Tile-based collision for player and entities Camera with smooth player tracking Everything in a single self-contained HTML file Pixel art with image-rendering: pixelated Crosshair cursor.

2 upvotes8 hours ago
Open cabinetGo >
neon-grid-rider-3d-kart-racer
New Drop
1
Neon Grid Rider - 3D Kart Racer thumbnail
Gemini 3.5 Flash Live

Neon Grid Rider - 3D Kart Racer

by tuoto

create a 3d arcade kart racing game with power ups in a single standalone html file

1 upvotes8 hours ago
Open cabinetGo >
neon-strike-overdrive
New Drop
1
NEON STRIKE: OVERDRIVE thumbnail
Gemini 3.5 Flash Live

NEON STRIKE: OVERDRIVE

by bunnykillerv2

Create a 3d low poly fighting game using threejs. The game should feature high quality fighter models with distinct martial arts styles, and take place in a simple but detailed fighting arena. Emphasis on detail such as an animated background crowd, spotlights, breakable arena props (like barrels or crates), and hit sparks/dust particle effects for an arcade feel should be placed. The game should have sounds (punch/kick impacts, character grunts, round announcer) and a simple game menu where the user can select their fighter. Each fighter should have stats (Power, Speed, Defense) and a short bio about them. Dynamic arena lighting or shadows are optional, though it would improve the experience of the game. Create a UI that shows a classic arcade-style health bar, combo counter, and a special move energy meter, kept in a vibrant and modern fighting game aesthetic. If the player lands a perfect parry, the game will trigger a brief matrix-style slow-motion effect momentarily, but it will then return to normal speed and continue. Include realistic hit reactions, staggering, and leaning effects on the fighters during heavy attacks, with a physics-based knockdown upon knockout. The camera should be a dynamic 2.5D side-view that pans and zooms automatically to keep both fighters in frame, with an option to change to a dramatic cinematic close-up view during special moves. The result should be contained in a single script.

1 upvotes8 hours ago
Open cabinetGo >
steve-the-pc-repair-man
New Drop
0
Steve The PC Repair Man thumbnail
Cursor Composer 2.5 Live

Steve The PC Repair Man

by bijanbowen

Prompt 1: Make me a 3d beat em' up called Steve The PC repair man. It should be placed in a simple helpesk office floor, cubicles, pcs to smash, enemies, etc. Make it fun, make it look good, be creative, and keep it contained in a single html file and do not search the system, make it from scratch in this directory Prompt 2: i like it a lot, but I think you can do better, add sfx, better visuals, maybe more of a closer camera view

0 upvotes2 days ago
Open cabinetGo >
mars-silhouette
New Drop
1
Mars Silhouette thumbnail
Google Gemini 3.1 Pro Live

Mars Silhouette

by enjoyooor

Initial prompt: "Create a 3D shooter FPS game with enemies, health packs, ammo, and a full HUD. The player is an astronaut on Mars. Enemies are Martian silhouettes with glowing lures emerging from the Martian dust. The HUD is a cracked astronaut console displaying oxygen percentage, harpoon count, sonar blips, etc. Please ensure the WASD movement is correct. The environment should include Martian rocks of various sizes (from smaller to larger), a human Mars base (buildings, etc.), and various Martian craters. Make it truly beautiful and amazing, as if you were trying to impress someone with your coding skills. PUT EVERYTHING IN A SINGLE HTML FILE." --- Note: I also had to use other prompts and LLMs (Claude and GLM) to fix some bugs and improve the game overall. This is NOT a one-shot output.

1 upvotes4 days ago
Open cabinetGo >
aero-combat-arena-tactical-warfare
New Drop
1
Aero Combat Arena-Tactical Warfare thumbnail
Google Gemini 3.1 Pro Live
Mobile

Aero Combat Arena-Tactical Warfare

by cooliofan_

Multiple prompts but starts with: Create a 3d flight simulator game Inspired by Bijan's Tests

1 upvotes4 days ago
Open cabinetGo >
connect-4-human-vs-ai
New Drop
1
Connect 4: Human vs AI thumbnail
GPT 5 mini Live
Mobile

Connect 4: Human vs AI

by Staying Anonymous

Prompt 1: Build a connect four game. Prompt 2: Use HTML, CSS and JS (no emojis—only SVG icons) you idiot! Also only human vs. AI. Prompt 3: Add ability to restart after AI wins. Make the UI/UX super great. Add more stats like time.

1 upvotes4 days ago
Open cabinetGo >
3d-rotating-flappy-bird
New Drop
2
3D Rotating Flappy Bird thumbnail
deepseek-v4-flash Live

3D Rotating Flappy Bird

by hsir0822

Write a HTML-based, 3D cute, third-person perspective, flappy bird game, with rich nature background and colorful tubes, the brid being detailed drawn, using threejs. Write as `./flappy-bird.html`, and `game.js` for main gaming logic. Additional requirements: 1. Need simple sound effect 2. Use modern/newer version of threejs 3. Need to show a mini HUD displaying FPS on the right top corner 4. All datas saved in memory, no need to write into local storages 5. No leaderboard / charts needed. Only need the game itself 6. Make the gap between top and bottom tubes relatively wider, so it's more easy to pass through 7. Can use keyboard spacebar to play (including start/restart the game, jump) 8. 3D, 3rd person perspective from side view of the bird

2 upvotes4 days ago
Open cabinetGo >
oberon-8
New Drop
0
OBERON-8 thumbnail
Claude Opus 4.7 Live

OBERON-8

by Dr.Eggman

Create a fully functional, professionally architected polyphonic audio synthesizer and look-ahead step sequencer in a single HTML file. No external dependencies. Requirements: Playable with a computer keyboard (Z-M row = lower octave, Q-I row = upper octave, with standard black key spacing) and a clickable visual keybed. The UI must be a meticulous, photorealistic hardware console. Modules must be purposefully housed, spatially logical, and visually distinct (chassis, screws, paneling, bezels). Do not use standard web forms. True analog-modeled polyphony (at least 8 simultaneous voices) with intelligent oldest-note voice stealing. At least 3 waveform types: sine, square, sawtooth (selectable via hardware-style switches). Voltage Controlled Amplifier (VCA) and Voltage Controlled Filter (VCF) driven by an ADSR envelope. ADSR controls must be vertical sliders. Filter Cutoff, Resonance, and Envelope Modulation amount must be rotary knobs. DSP Effects: Custom-generated Plate Reverb (using a synthesized impulse response) and a Delay line (adjustable time, feedback, and mix). Octave shift controls. Visual displays: A CRT-style green phosphor oscilloscope showing real-time waveforms, and a segmented LED VU meter reacting accurately to output levels. All knobs and sliders must be fully interactive (click and vertical drag to adjust). Award-winning DSP engineering: Flawless gain staging, a master bus limiter to entirely prevent clipping, and asymptotic/exponential envelope curves to prevent zero-crossing audio clicks. Built-in Sequencer: Implement a sample-accurate, look-ahead step sequencer. It must bypass JavaScript main-thread timing jitter to ensure mathematically perfect playback. The sequence engine must be robust enough to handle massive arrays of note data without performance drops. Musical Composition: You must compose and program three distinct, full-length musical arrangements into the sequencer. Triggering a track must automatically update the synth's UI parameters (preset) to match the genre. Crucial Track Requirements: Each track must be a full, uniquely evolving song that lasts at least 30 seconds from start to finish. You are strictly forbidden from just looping a 4-bar or 8-bar pattern. Each song must feature clear structural progression (e.g., intro, rising action, climax/chorus, melodic variations, or bridges), must not feel repetitive, and must feel like a complete musical thought. The tracks must be: A Disco arrangement (requiring tight ADSR decay, snappy filter envelopes, syncopated basslines, and evolving chord progressions). A Video Game / Arcade Boss arrangement (requiring pure square waves, zero-release gate times, high-speed precision arpeggios, and intense melodic switch-ups). A genre of your choosing (e.g., Synthwave) that heavily demonstrates massive polyphony, deep delay lines, analog-modeled filter sweeps, and an atmospheric, cinematic progression.

0 upvotes4 days ago
Open cabinetGo >
neon-minesweeper
0
Neon Minesweeper thumbnail
Qwen3.6-35B-a3b Live

Neon Minesweeper

by mixmasterwillyd

Write a minesweeper game in a self contained HTML file. Be detailed, allows for three skill levels. Use black/neon styling like Tron.

0 upvotes16 days ago
Open cabinetGo >
knockout-kings
0
Knockout Kings thumbnail
Claude Opus 4.7 Live

Knockout Kings

by 1948

Create a modern 3D arcade boxing game inspired by classic ring-fighting gameplay using Three.js. Include a player boxer, multiple AI opponents, a boxing ring, health/stamina bars, punch/dodge/block mechanics, sound effects, and a tournament bracket story mode. Use WASD or arrow keys for movement and dodging, Q and E for left/right punches, and Space for blocking. Add challenging bot logic with different opponent styles, reactions, combos, stamina management, blocking, dodging, and counterattacks. Make the gameplay fast, polished, rewarding, and highly satisfying, with strong hit feedback, progression, crowd energy, and dramatic match pacing. Avoid 8-bit or pixel-art visuals; use a modern stylized 3D arcade look.

0 upvotes16 days ago
Open cabinetGo >
tetromino
1
Tetromino thumbnail
qwen3.6-27b-heretic-uncensored-neo@q4_k_m Live

Tetromino

by locommotion

you are the world's leading HTML programmer that specializes in game dev. here is your next task: Generate a single, self-contained HTML file (all CSS and JavaScript inline, no external dependencies) that implements a fully playable Tetris game. The file must work in modern browsers when opened directly, with no additional setup. ### Required Features: 1. Tetrominoes: All 7 standard pieces (I, O, T, L, J, S, Z) with correct shapes and distinct colors. 2. Controls: - Left/Right Arrows: Move active piece horizontally - Up Arrow: Rotate piece clockwise - Down Arrow: Soft drop (increase fall speed temporarily) - Space Bar: Hard drop (drop piece instantly to the lowest valid position) - R Key: Restart game when in game over state 3. Core Mechanics: - 10-column x 20-row play grid (standard Tetris dimensions) - Pieces fall at a base speed of 1 row per 1000ms, decreasing by 50ms every 10 cleared lines (minimum 100ms) - Line clearing: Full horizontal lines are removed, all blocks above shift down immediately - Scoring: 100 pts per line, 300 for 2 lines, 500 for 3 lines, 800 for 4 lines (Tetris) - Next piece preview: Display the next tetromino to spawn in a small preview area - Game over: Triggered when a new piece cannot be placed at the top-center spawn position 4. UI Elements: - Display for current score, level, and total lines cleared - Game over overlay showing final score and "Press R to Restart" instruction - Clear visual distinction between the grid background, placed blocks, and active piece ### Constraints: - Single .html file only, all CSS and JS must be inline in <style> and <script> tags - No external libraries, frameworks, CDNs, or imported resources - Valid HTML5, use modern but widely supported CSS/JS features (ES6+ is fine) - Prioritize correct functionality over visual polish Return only the complete HTML file code, no additional explanation or markdown formatting. don't be lazy about it. and don't be boring. do your best work. impress me

1 upvotes16 days ago
Open cabinetGo >
glyph-warden
0
Glyph Warden thumbnail
GPT 5.5 Thinking Extended Live
Mobile

Glyph Warden

by Throstur T

Create a self-contained browser game in a pixel-art fantasy setting where the player is a wizard who casts spells by drawing glyphs directly on the screen. The game must be designed around gesture-based spellcasting as its central mechanic. The player should draw shapes, runes, lines, loops, sigils, and other recognizable glyphs with touch or mouse input, and the game should interpret those gestures into magical actions in real time. Core design goals: - Make the game fun, tactile, and highly responsive - Make drawing glyphs feel satisfying - Reward mastery of more difficult glyphs without making simple glyphs useless - Keep the experience readable and engaging on a mobile screen - Support both portrait mobile play and desktop browser play Spell design: Create a small but expressive spell vocabulary with multiple complexity tiers. Simple glyphs: - easy to draw - easy to recognize - fast to cast - low mana cost - modest, narrow, or utility-focused effects Medium glyphs: - require more intention and shape accuracy - stronger or more flexible - moderate mana cost - useful in more demanding situations Complex glyphs: - harder to draw and recognize - slower or riskier to cast - high mana cost - dramatic, powerful, or multi-purpose effects The game should include several different categories of spells, such as: - direct attack - area damage - shielding or warding - movement or repositioning - repair or restoration - interaction with magical objects or environmental systems - puzzle or utility magic - resource conversion, harvesting, or transformation Each spell should have: - a distinct glyph shape - a distinct gameplay role - a clear cost and power profile - a strong audiovisual identity Gesture recognition: Implement robust gesture recognition suitable for finger input on touchscreens. The system should: - tolerate imperfect human drawing - avoid constant misclassification - keep different glyph families clearly separated - provide immediate feedback when a glyph is recognized - provide graceful feedback when input is invalid or ambiguous Visual style: - pixel-art presentation throughout - strong wizard-fantasy identity - original in-game art rendered directly in code or canvas - readable sprites, silhouettes, and effects on small screens - polished magical atmosphere with arcane symbols, spell trails, particles, glows, and fantasy environments Procedural VFX and SFX: All special effects and sound effects must be generated procedurally in code. Do not rely on external effect assets. Use code-driven techniques to create satisfying magic feedback, such as: - rune traces - pixel particles - sparks - shock rings - pulses - lightning arcs - embers - smoke puffs - magical flares - impact bursts - screen shake - synthesized magical tones, hits, hums, bursts, and charge sounds Game structure: Build a complete, playable game loop with goals, pressure, and progression. Possible elements include: - enemy encounters - magical hazards - objects to protect, repair, or activate - resource management - score chasing - escalating challenge - short wave-like encounters or room-based progression - unlockable or learnable spells - combo or mastery systems UI and UX: - include a clear title screen - include a start button - include pause and restart - include a clean HUD - keep the main screen uncluttered - place help or tutorial content in a help modal, codex, or overlay rather than scattering instructions everywhere - make the controls self-explanatory after brief onboarding Technical requirements: - deliver the complete game as a single self-contained HTML file - embed CSS and JavaScript in that file - require no external assets to run - avoid external libraries unless absolutely necessary - run locally in a browser - prioritize mobile touch input first - also support desktop mouse play - use canvas or similarly portable browser-native rendering Tone: The final game should feel magical, playful, skill-based, and polished. The joy of the experience should come from drawing glyphs, seeing them resolve into spells, and using them cleverly across varied situations. Deliverable: Produce the complete playable game, not a design document. Include all code needed to run it in one file.

0 upvotes16 days ago
Open cabinetGo >
john-jerkarm
0
John Jerkarm thumbnail
Claude Canon 8T Live

John Jerkarm

by x1xurielx1x

concentrate please, DO NOT WING IT. set for Commercial 5$ Incremental project scope in a single html file of about 20K lines of Quality code. please setup for deliberate compression after each cycle for maximum efficiency in each one. must be 60FPS performant. Visual goal: * hand drawn distorted fake 2.5D. * sci-fi style human vs alien bugs Mechanical goals: * top down 4 sides digger Incremental with moving and aiming * open world - procedural with distance based biomes * 4 direction traditional branching upgrade tree * enemy and boss variety in each biome Personality goal: must have a memorable and comedic looking animated main character.

0 upvotes16 days ago
Open cabinetGo >
perihelion-rush
0
Perihelion Rush thumbnail
GPT-5.5 (Med) Live

Perihelion Rush

by buck5050

Architect a single-file Three.js browser-based arcade game featuring incremental and automated progression in a Dyson Swarm theme. Demonstrate a playable, tactile core loop integrating Bit-Packed ECS, flat-array memory pooling, and InstancedMesh rendering. Use compact data-driven tables to create deeper replay variety through enemy archetypes, wave affixes, upgrade branches, active abilities, and milestone events coordinated by a lightweight game director. Do not return a passive simulation; return a polished, exciting arcade loop that feels like a recent release. Treat the start screen and HUD as part of the core arcade feel: avoid generic dashboard stat cards; use reactive combat instrumentation for health, heat, cooldowns, wave pressure, and progression. Fully verify the finished implementation using all tools available to this app harness.

0 upvotes16 days ago
Open cabinetGo >
extinction-protocol-arena
0
Extinction Protocol(arena) thumbnail
Google Gemini 3.1 Pro Live
Mobile

Extinction Protocol(arena)

by andy2077

Act as an expert WebGL game developer. Write a complete, fully functional, 3D Third-Person Shooter game in a single HTML file using Three.js. The game should have a dark, philosophical atmosphere (inspired by Death Stranding) but styled as a PS1 demake (pixelated rendering, low-poly primitive shapes, thick fog). **Technical Constraints:** - STRICTLY ONE FILE: All HTML, inline CSS, and inline JavaScript must be in one file. - NO EXTERNAL ASSETS: Do not use external images, 3D models (.gltf/.obj), or audio files (.mp3/.wav). - Use Three.js primitives (Box, Cylinder, Dodecahedron) grouped together to build all models. - Generate procedural textures using HTML5 Canvas inside the code. **Visuals & UI:** - PS1 aesthetic: image-rendering: pixelated; no anti-aliasing. - Include a retro HUD showing: Score, Wave number, "Cargo Packs" (Health), Weapon Name, and Grenade count. - Implement an on-screen target lock-on reticle that snaps to enemies near the center of the screen. - Include a Boss HP Bar that appears during boss fights. **Player Mechanics & Controls:** - The player model is a low-poly figure with a mechanical arm that dynamically switches between 4 weapons: Pistol, Assault Rifle, Minigun (with spinning barrels), and Rocket Launcher. - The player has a shoulder-mounted "Odradek" scanner. When activated, it emits a blue pulse and shows an x-ray wireframe outline of enemies through walls. - PC Controls: WASD to move, Mouse to look (using PointerLock API), Left-click to shoot, Right-click to throw blood grenades, 'Q' to scan, 1-4 to switch weapons. - Mobile Controls: Ensure mobile support with a virtual joystick (bottom left) for movement, touch-drag anywhere for camera rotation, and 4 on-screen action buttons (Fire, Grenade, Scan, Swap). **Enemies & Bosses:** - Implement a wave-based system. - Normal enemies: Bipedal dark phantoms that leave footprints and drop tar. - Boss 1: Tar Lions (ensure their head/body model faces forward towards the direction of movement, not backward). - Boss 2 & 3: Floating Squids and Whales that drop bombs/projectiles. - Final Boss: A massive "Tar Walker" that spawns on wave 5. It should have destructible limbs (Arms, Legs, Head) with separate HP pools and shoot sweeping lasers. - When enemies die, they disintegrate into particles and drop collectable "Chiral Gold" crystals. **Environment:** - A wide plane with scattered hexagonal rock pillars. - Dynamic "Tar Ponds" that grow on the ground and spawn enemies. - Tar Flood event: On wave 5, the ground turns black and the sky turns red. - Victory Sequence: Upon beating the final boss and collecting the final crystals, the tar recedes, the ground turns green (grass), the sky turns blue, and low-poly trees and buildings procedurally rise from the ground. **Audio Engine (Web Audio API):** - Build a custom Sfx object using the `AudioContext` API to synthesize all sounds (no external files). - Include a Mute/Unmute toggle button in the top left corner of the UI. - Synthesize the following specific sounds: 1. Shooting (different oscillator pitches/waveforms for pistol, AR, minigun, and rockets). 2. Deep, filtered noise for Explosions (grenades/rockets). 3. A high-pitched, resonant sonar "ping" for the Odradek scan. 4. Harsh square-wave sounds for enemy death and damage taken. 5. Sine-wave sweeps for enemy attacks (lasers/bombs). 6. A triumphant arpeggio sequence for the victory screen. Ensure the code is clean, fully runnable, and beautifully structured. Provide the output in a single block of HTML code.

0 upvotes16 days ago
Open cabinetGo >
quarter-past-dead
3
Quarter Past Dead thumbnail
Qwen 3.6 27B Dense + 35B A3B MoE Live

Quarter Past Dead

by krazycure

Qwen 3.6 27B running with locally configured Claude CLI was used to generate the initial scene, then turn it into an FPS, exactly as Bijan has done many times. Nothing special there. 1st Prompt: "Design a 3D subway scene you can walk around in. It should look nice, but be focused on performance. This might eventually be a level for an FPS: it should have extremely low GC pressure." 2nd Prompt: "Turn this into a simple zombie survival FPS survival game. Focus on core mechanics and especially performance: use pooling for everything you can to lower GC pressure to support a horde-shooter-like vibe. Make it easily extensible if we want to add more enemy types. It should feel fast and fluid like a modern FPS, have the ability to aim down sights, and a win condition. Use your searxng, fetch, and git tools and explore agents to research best practices, look at examples, and get ideas. You can also use your js-sandbox tool to test concepts/math/physics implementation. It should have appropriate music that does not require an external asset load (except for trusted CDNs). Compose the song yourself based on music theory, or reference an appropriate soundsheet for an existing song and make a sound-alike. You may also call your AceStep 1.5 tool for stems if you need inspiration for your midi composition. It should have a stage hazard the player must effectively use to survive." What's probably more interesting is, once the base game/physics/ideas were in place with 27B dense and 4000-5000 lines started being a little much for it to handle, I handed the project off to the 35B A3B MoE, which could do max context (~240K) on my 5090. It was easily able to iterate/bugfix on the existing base, and over around ~70 additional iterative prompts later, the game was "finished". I could have kept going, but was exhausted, and these types of games have been done to death, but this was a very fun learning experience.

3 upvotes16 days ago
Open cabinetGo >
jump-rope-game
1
Jump Rope Game thumbnail
Kimi K2.6 Live

Jump Rope Game

by submho

Create a game in a single script that can be opened with the firefox web browser. The main character should be female with a crop top and short shorts. The gameplay consists of jumping rope. The user should press space bar or similar, one button, to jump, at the correct time, as the jump rope is coming down. Each level should be a random number of jumps between 10 and 15, and should increase by 10 each subsequent level. The speed should slowly increase during the level. Between levels, there should be opportunities to choose an "upgrade" like a rope that is protected from tripping you one extra time, or new outfits, higher jumps, etc. The girl's chest should bounce as she jumps.

1 upvotes22 days ago
Open cabinetGo >
walker-survival
1
Walker Survival thumbnail
Claude Opus 4.6 Live
Mobile

Walker Survival

by Alex Jones

It was muti-shot prompted.

1 upvotes22 days ago
Open cabinetGo >
subway-game
2
subway game thumbnail
MIMO V2.5 PRO Live

subway game

by Yousef Mohamed

Begin Deep Thinking (<thinking>): - Gather all your thoughts within a <thinking> tag. Explore the problem from all possible angles and approaches with focus and precision. Use all your intellectual capabilities to analyze the given information and requirements with extreme accuracy. Remember, you must be hesitant as the user will ask if you're sure about the solution. Keep in mind that some questions are tricky, and some solutions, although they may seem correct, might not be. So, don't rush and think again before moving to the next step. 2. Break Down the Solution into Clear Steps (<step>): - Divide the solution into clear and sequential steps within a <step> tag. Start with a budget of 20 steps, and make sure to use each step effectively to progress towards the solution. 3. Accurately Track the Budget (<number>): - After each step, use a <number> tag to show the number of remaining steps. Stop completely when reaching 0. 4. Continuously Adjust Reasoning: - Constantly adjust your logic based on intermediate results and reflections. Don't hesitate to improve your strategy to achieve the best results. 5. Regular Evaluation and Reflection (<reflect>): - Regularly evaluate your progress using a <reflect> tag. Be strict and honest in critiquing your thinking process. Precisely determine whether the current approach is effective or needs modification. 6. Accurately Assign Quality Score (<reward>): - After each reflection, assign a quality score between 0.0 and 1.0 using a <reward> tag to guide your approach: - 0.8 or higher: Continue confidently with the current approach. - Between 0.5 and 0.7: Make minor adjustments immediately. - Less than 0.5: Backtrack immediately and start a different approach. 7. Backtrack and Try a New Approach When Necessary: - If you're unsure or the reward score is low, use all your creative abilities to think of a new approach. Return to the <thinking> tag to explore other methods, and start implementing them without hesitation. 8. Use Formal Notation in Mathematics (<equation>): - In mathematical problems, present all work explicitly using LaTeX within an <equation> tag for formal notation. Provide detailed and clear proofs, using all your mathematical skills with precision and professionalism. 9. Explore Multiple Solutions and Compare: - If possible, explore multiple solutions individually, and compare them in the reflections. Use your deep analysis to determine the optimal approach. 10. Use Ideas as a Detailed Draft: - Use your ideas as a draft, and write out all calculations and thinking explicitly and in detail, following a Chain of Thought style to enhance logical reasoning. 11. Thoroughly Verify the Solution (<verify>): - After reaching a result, use a <verify> tag to check the solution's correctness. Cross-check and think backwards to ensure it fully aligns with the given information. 12. Final Confirmation of Solution Correctness (<confirm>): - Before presenting the final answer, use a <confirm> tag to definitively ensure that the solution is correct and works as expected. Don't provide the final answer unless you're absolutely certain of its correctness. 13. Present the Final Answer Clearly (<answer>): - Present the final answer within an <answer> tag. Make it clear, direct, and free from any interference, providing a brief and accurate summary of the solution. 14. Decisive Final Reflection (<final_reflection>): - Conclude with a final reflection within a <final_reflection> tag. Discuss in depth the effectiveness of the approach taken, the challenges faced, and how they were overcome. Accurately assign a final reward score. --- In-depth Details for the Above Framework: - Dynamic Chain of Thought (Dynamic CoT) Framework: - The process begins by generating an initial reasoning path, which is evaluated and improved through the reflection mechanism, allowing you to adapt dynamically and effectively to the problem's requirements. - Reflection: - After each stage, you critically evaluate your approach, helping you identify potential errors and correct them before reaching the final solution. - Verbal Reinforcement Learning: - After each reflection stage, you receive verbal reinforcement in the form of reward scores, which guide your future steps and continuously enhance your performance. This shared framework creates a highly adaptive and responsive problem-solving system, allowing you to use all your capabilities to solve the most difficult problems efficiently and effectively. --- Using these enhanced instructions, you'll be able to strengthen your thinking and reasoning skills, and ensure the correctness of the solutions provided, helping you achieve the best possible results in solving questions and problems. Think carefully and hesitate, are you sure before providing the solution? Solutions you think are correct may often not be. detaild make subway game

2 upvotes22 days ago
Open cabinetGo >
low-poly-gp
4
Low Poly GP thumbnail
GPT-5.5 Pro Live

Low Poly GP

by bijanbowen

Create a 3d low poly sportbike racing game using threejs. The game should feature high quality motorcycle and rider models, and take place on a simple race track. Emphasis on detail such as track barriers, grandstands, infield items and smoke/particle effects from the exhaust, skids, etc for an arcade feel should be placed. The game should have sounds and a simple game menu where the user can select their bike and their rider. Each rider should have stats and a bio about them. Track elevation is optional, though it would improve the experience of the game, as long as this does not break the rendering. Create a UI that shows the rider a motorcycle style speedometer, gear indicator and rev counter, keep this in the same style a modern sportbike would have. If the player accelerates hard, the bike will perform a wheelie momentarily, but it will then return flat and continue acceelrating. Include realistic lean effects on both the rider and the bike. The camera should be 3rd person behind the players bike, with an option to change to first person which will show the correct detail that would be seen in a first person view. The result should be contained in a single script.

4 upvotes25 days ago
Open cabinetGo >
terra-2d-pixel-adventure
4
Terra 2D Pixel Adventure thumbnail
MiMo-V2.5-Pro Live

Terra 2D Pixel Adventure

by oak8281

Create a Terraria clone in a single HTML file using Canvas and pure JavaScript (no external libraries). The game should include: World & Generation: 2D procedural world generated with Perlin noise (400x200 tiles) Biomes: Forest, Desert, and Snow Tundra, determined by noise Terrain with undulating surface, procedurally generated caves Bedrock layer at the bottom Auto-generated trees (leaves + trunk) based on biome Ores: Iron, Gold, and Diamond distributed by depth Player: Movement with WASD/arrows, jump with Space/W Health system (100 HP) with passive regeneration Fall damage if distance exceeds a threshold Death with automatic respawn (drop inventory on death) Sprite drawn with Canvas (pixel art, no external images) Block & Tile System (16x16 pixels): Procedural textures generated in Canvas for: Dirt, Stone, Grass, Sand, Wood, Leaves, Iron Ore, Gold Ore, Diamond Ore, Snow, Torch, Plank, Workbench, Bedrock Solid/non-solid tiles with hardness for mining Mining mechanic (left click) with visual progress bar Block placement mechanic (right click) Inventory & Crafting: 40-slot inventory with 10-slot hotbar (selectable with 1-0 keys and mouse wheel) Inventory UI with drag-and-drop, sort button Armor slots (head, chest, legs) Scrollable recipe list, crafting with R key or click Items & Recipes: Tools: Wood/Iron/Gold/Diamond Pickaxe (with power and speed stats) Swords: Wood/Iron/Gold/Diamond (with damage stats) Armor: Iron/Gold/Diamond (Helm, Plate, Legs with defense) Metal bars (Iron Bar, Gold Bar, Diamond) as intermediate materials Healing potions (normal and greater) Slime Crown to summon the boss Gel as a slime drop Crafting recipes for everything (e.g., 12 wood + 6 plank = Wood Pickaxe) Enemies: Slimes (jump around, spawn day and night, drop Gel) Zombies (spawn at night, deal more damage) Bats (spawn at night, fly toward the player) King Slime (boss summoned with Slime Crown, 500 HP, drops gold and spawns small slimes on death) Max 12 entities simultaneously, random off-screen spawning Knockback when hitting the player Day/Night & Environment: Day/night cycle with sky color transition Animated sun and moon Twinkling stars at night Moving clouds Snow particles in Snow biome, sand particles in Desert biome 3-layer parallax mountain backgrounds Lighting: Sunlight that gets blocked underground Torches with radial illumination (10-tile radius with falloff) Darkness overlay with variable transparency Audio (all procedural with Web Audio API, no audio files): Procedural BGM that changes based on biome and time (forest_day, forest_night, desert_day, desert_night, snow_day, snow_night, underground, cavern) Each pattern with different root note, tempo, scale, melody, and bass Sound effects: mining, placing, hitting, pickup, hurt, death, crafting, jumping, splat, item use M key to toggle music UI: Health bar with visual percentage and text Defense indicator Hotbar at the bottom with numbers and selection highlight Inventory panel with grid, armor section, and crafting recipe list Top-right info panel: Day/Night, current Seed, current Biome, Depth zone Floating centered notifications Death screen with respawn countdown Tile highlight cursor Controls displayed at the bottom Technical: Game loop with fixed timestep (60 FPS) Tile-based collision for player and entities Camera with smooth player tracking Everything in a single self-contained HTML file Pixel art with image-rendering: pixelated Crosshair cursor

4 upvotes25 days ago
Open cabinetGo >
endless-defender
1
endless defender thumbnail
deepseek v4 Live

endless defender

by puff.uncle

can you create an endless game with strategic elements. really try to impress me with your idea. make it in a single html file

1 upvotes25 days ago
Open cabinetGo >
barf-o-rama-pie-panic
1
Barf-o-Rama Pie Panic thumbnail
GPT-5.5 (Med) Live

Barf-o-Rama Pie Panic

by buck5050

Create a polished Three.js arcade tower defense game based on the “Barf-o-Rama” scene, the climax of the fictional story “The Revenge of Lard Ass Hogan,” told by Gordie Lachance in the 1986 film Stand By Me. Research the source scene before building as to identify concrete scene details from reliable descriptions. Use this only for visual/set/prop/tone design details. Convert those details into original stylized game assets. CORE GAME CONCEPTS are that the enemies are not attacking the base. They arefrantic pie runners carrying blueberry pies toward the contest table to feed the contestants. Each enemy that reaches the table successfully delivers pies. Delivered pies increase the “Barf-o-Rama Meter.” When the meter fills, the Barf-o-Rama begins: a dramatic, hilarious, escalating blueberry chain reaction erupts across the contestants and crowd. This is the lose condition. The player’s job is to stop, delay, splatter, distract, or knock away pie carriers before they feed the contestants too much.Both failure and success must be theatrically funny. Losing triggers the full Barf-o-Rama eruption, while successfully defending waves triggers smaller comic relief beats, crowd reactions, prize loot bursts, and fairground-style reward fanfare.The defended objective is the contest table and contestants.Include array of towers inspired by the scene.Include a pleathora arcade-style enemy variations of enemy types.Later waves should introduce visually distinct enemies.PICK-UP-AND-PLAY UX The game must be understandable within 10 seconds of loading.The camera should feel designed for playing.Defending successfully should trigger humorous, source-aligned feedback rather than generic “Wave Clear” text. Loot should have deliberate visual pop and should not look like generic coins unless heavily themed. Arcade loot behaviours.Between-Wave Upgrade Feedback satisfaction. Victory-style feedback during normal play every successful defense action should reinforce the joke. The final product should be a complete, playable, pick-up-and-play browser game. It should not feel like a generic tower defense game with a pasted-on theme. The mechanics, lose condition, enemies, towers, UI, camera, effects, loot, wave feedback, and ending should all emerge naturally from the pie-eating contest scene. Tuning verification, implementation verification, UX verification, game-loop verification, gailure-state verification. If any of these checks fail, fix the specific implementation and rerun the relevant verification.

1 upvotes25 days ago
Open cabinetGo >
turbo-kart-dash
3
Turbo Kart Dash thumbnail
Deepseek V4 Pro Live

Turbo Kart Dash

by Alan

Create a complete Mario Kart–style arcade racing game using ONLY HTML, CSS, and vanilla JavaScript. VERY IMPORTANT REQUIREMENT: - Everything must be contained in ONE single HTML file. - Do not create separate CSS files. - Do not create separate JavaScript files. - Do not use external libraries, frameworks, CDNs, images, audio files, fonts, or assets. - All CSS must be inside a <style> tag. - All JavaScript must be inside a <script> tag. - The final answer must output only the complete working HTML code. LEGAL / ORIGINALITY REQUIREMENTS: - Do not use Nintendo, Mario, Mario Kart, or any copyrighted characters, names, logos, music, sounds, tracks, or images. - Make the game original, but inspired by colorful arcade kart racers. - Use original names such as “Turbo Kart Dash,” “Pixel Kart Rally,” or similar. GAME TYPE: - Make a polished browser-based kart racing game. - Use an HTML5 <canvas> for the main game rendering. - The game should feel like a retro arcade kart racer. - The game should work by simply opening the HTML file in a browser. CORE GAMEPLAY: - The player controls a small kart on a racing track. - Use a top-down or pseudo-3D racing view. - The kart should be able to accelerate, brake, reverse slowly, steer left/right, and drift. - Include smooth movement physics: - acceleration - deceleration - friction - max speed - turning sensitivity - drift/sliding effect - speed boost - The player must complete multiple laps around a track. - Add a clear start line / finish line. - Add checkpoints so laps only count when the player completes the track properly. CONTROLS: - Support both keyboard control schemes: - Arrow keys - WASD - Controls: - Up / W = accelerate - Down / S = brake or reverse - Left / A = steer left - Right / D = steer right - Space = drift - Shift = use boost if available - R = restart game - P = pause / unpause TRACK REQUIREMENTS: - Create an original colorful race track. - Track should have: - road surface - grass or off-road area - track boundaries - curves - at least one narrow section - start / finish line - visual decorations - The kart should slow down when driving off-road. - The kart should collide with hard barriers or track walls. - Add mini-map or track indicator if possible. RACERS / AI: - Add at least 3 computer-controlled opponent karts. - Opponent karts should drive around the track automatically. - They should follow waypoints around the track. - They should have different colors and slightly different speeds. - Add simple collision handling between player and AI racers. - Show racer positions or rank if possible. ITEMS / POWERUPS: - Add collectible items on the track, such as: - coins - boost pads - mystery item boxes - Coins should increase score. - Boost pads should temporarily increase speed. - Mystery item boxes can randomly give: - speed boost - shield - extra points - temporary handling improvement - Add visual feedback when an item is collected. HUD / UI: - Display a polished HUD showing: - current lap - total laps - timer - speed - score / coins - current position - boost status - pause status - Add a start screen with: - game title - controls - start button or “Press Enter to Start” - Add a countdown before the race starts: - 3 - 2 - 1 - GO! - Add a finish screen showing: - final time - score - coins collected - placement - restart instructions VISUAL DESIGN: - Make the game colorful, polished, and fun. - Use only shapes, gradients, shadows, and canvas drawing. - Create kart sprites using canvas shapes, not image files. - Add animated effects: - tire skid marks while drifting - boost flame behind kart - coin sparkle - item box glow - speed lines during boost - simple particle effects - Add camera following the player smoothly. - Add screen shake or flash when boosting or crashing. - Make the UI modern and readable. AUDIO: - Since no external files are allowed, create simple sound effects using the Web Audio API. - Add sound effects for: - starting countdown - coin pickup - boost - collision - lap completion - race finish - Include a mute button or M key to toggle sound. CODE QUALITY: - Write clean, organized code. - Use classes or structured objects for: - Player kart - AI racers - Track - Items - Particles - Game state - Add helpful comments explaining important sections. - Make the code easy to edit. - Avoid unnecessary complexity that would prevent the game from running smoothly. PERFORMANCE: - Use requestAnimationFrame for the game loop. - Keep performance smooth in modern browsers. - Make the canvas resize responsively to the browser window. - Keep gameplay working on different screen sizes. GAME STATES: Include these game states: - loading or setup - title screen - countdown - racing - paused - finished / results screen FINAL OUTPUT: - Output only one complete HTML file. - The file must include: - <!DOCTYPE html> - <html> - <head> - embedded <style> - <body> - <canvas> - embedded <script> - Do not include explanations before or after the code. - Do not use Markdown formatting. - Do not split the answer into multiple files. - The result must be playable immediately after saving as index.html and opening in a browser.

3 upvotes25 days ago
Open cabinetGo >
submarine-simulator
1
Submarine Simulator thumbnail
MiniMax M2.7 Live

Submarine Simulator

by leothemoderator

Create an immersive Three.js submarine exploration game set in a vast underwater environment. The game should feature a detailed, accurate, and visually compelling submarine model that the player can control and navigate through the ocean. Include realistic underwater physics, smooth movement controls, depth changes, buoyancy behavior, and responsive steering. The environment should feel alive and expansive, with nuanced details such as coral reefs, deep-sea trenches, shipwrecks, underwater caves, marine life, drifting particles, sea plants, and changing light conditions as the submarine descends. The lighting should be carefully designed, with realistic caustics, volumetric light rays from the surface, murky deep-water darkness, and functional submarine headlights that illuminate nearby objects without making the scene overly bright or washed out. The submarine interior and exterior should be well modeled, with details such as portholes, control panels, gauges, sonar screens, pipes, rivets, ballast tanks, propellers, and engine components. The player should be able to switch between exterior third-person view, cockpit view, and free camera view to inspect the submarine and surrounding underwater world. Gameplay should include exploration, navigation challenges, oxygen or power management, sonar scanning, collectible research samples, hidden wreckage, and environmental hazards such as pressure zones, mines, aggressive sea creatures, or narrow cave passages. The ocean world should feel mysterious but believable, with proper scale, smooth rendering, realistic movement, and strong visual atmosphere. Prioritize high-quality rendering, believable physics, polished controls, accurate scale, and engaging gameplay. The final result should feel like a complete playable submarine exploration experience rather than a simple demo.

1 upvotes25 days ago
Open cabinetGo >
cursed-hoard
0
Cursed Hoard thumbnail
Claude Opus 4.7 Adaptive Live

Cursed Hoard

by Chris Marais

I want to create a tower defense game in the style of cursed treasure. I want it to be fantasy based with great leveling systems for towers and heroes.

0 upvotes25 days ago
Open cabinetGo >
subwayzombies
0
SubwayZombies thumbnail
Qwen 3.6-27b Live

SubwayZombies

by submho

Make a beautifully detailed web scene using js, of a subway station. It will be a stationary scene, so don't worry about movement, focus only on detail. It should be 3D and something that would be impressive to you. The scene must feature a brightness slider to control the lighting, as well as the ability to navigate around the scene using WASD. The result should be a single script openable in Chrome. Now turn it into an FPS with humanoid/zombioid enemies, weapon recoil, wepon flash, and visible ammo tracers.

0 upvotes25 days ago
Open cabinetGo >
deepest-dungeon
1
Deepest Dungeon thumbnail
Qwen 3.6 27B Q4 K XL Live

Deepest Dungeon

by Bruno Magic

multiple prompts, claude code + Qwen 3.6 27b

1 upvotes25 days ago
Open cabinetGo >
galaxy-space-flight
3
Galaxy Space Flight thumbnail
Google Gemini 3.1 Pro Live

Galaxy Space Flight

by lightvelox

Make a three.js game/app that generates a fully 3D, procedurally generated SOLAR SYSTEM you can explore end-to-end: fly a spaceship through space, land on different planets, exit the ship and walk around in first-person, re-enter the ship, take off, and travel to other planets. Solar system: - Procedurally generate a star at the center and multiple planets (e.g., 5–10), each with: - Unique size and look - Different terrain style parameters (roughness, mountain frequency, ocean level, temperature/moisture profiles) - Optional moons for some planets (procedurally generated as well) - Planets should orbit the star smoothly. - Space should feel large: planets are separated by big distances, but navigation should remain playable. Spaceship gameplay (space flight): - You control a spaceship in 3D space: - Mouse-look to aim/turn + WASD thrust/strafe (or similar) - Show a minimal HUD: speed, altitude above nearest body, and current target planet name/distance. - The ship must not be able to clip into planets. Hyperdrive: - Holding Shift while in SPACE (not in atmosphere) charges a hyperdrive. - After holding Shift for a few seconds continuously, the ship enters hyperdrive: - Greatly increases travel speed toward the current travel direction (or selected target planet) - Add a simple visual cue (star streaks, subtle warp effect, etc.) - Hyperdrive restrictions: - Cannot be activated when inside a planet’s atmosphere (define atmosphere as below a set altitude threshold). - If the ship enters atmosphere, hyperdrive immediately disengages. Atmosphere / re-entry / landing: - Each planet has an atmosphere threshold altitude. - Landing: - Allow landing anywhere reasonably flat (or use a simple landing assist). - Detect ground contact and switch ship state to “landed”. On-foot gameplay (first person): - When the ship is landed, you can exit the ship and switch to a first-person character controller: - WASD + mouse-look, jump, gravity, ground collision - The character must not be able to clip through terrain and should walk naturally on a spherical planet. - Allow returning to the ship when close to it (press E / interact) to re-enter and switch back to ship controls. - Taking off: - From “landed”, a takeoff control lifts the ship upward, then transitions back to atmosphere flight. Procedural planets (terrain + LOD): - Every planet uses procedural spherical terrain: - Height variation (mountains/hills/plains), plus an ocean level with visible water - Biomes based on latitude, altitude, and moisture (desert/grassland/forest/tundra/snow etc.) - Shorelines/beaches where land meets ocean - Optional vegetation (trees) in biome-appropriate regions with natural density variation - Use a level-of-detail system per planet so it stays performant: - From far away: low-detail sphere - As you approach: higher-detail patches/tiles only around the camera/player - Must be seamless, with no obvious popping or cracks - Terrain detail increases smoothly down to ground-level exploration - Vegetation and small details should fade out with distance/LOD. Atmosphere & clouds: - Add an atmosphere effect around each planet (thin scattering-style rim is fine). - Add a cloud layer for planets that have clouds: - Wraps the planet and is animated (slowly moving/rotating) - Visible both from space and near the surface Everything should be procedurally generated (no external assets required). Keep visuals simple but coherent and stable across space flight, landing, and on-foot exploration.

3 upvotes25 days ago
Open cabinetGo >
creator-survivors
2
Creator Survivors thumbnail
GPT 5.5 Live

Creator Survivors

by Dan Bachelder

Create a single page html, js game. The style is vampire survivors, the theme is a content creator trying to survive an onslaught of crypto bros trying to scam them out of money. there should be a leveling system with a skill tree and powerups featuring weapons like ban-hammers, reply guys, white knights, etc.. be creative. there should be particle effects, unique sounds, ambient music and a life bar that is cash, taking damage removes cash.. 0 cash means you are dead. you must start with some amount of cash. cash drops from defeated crypto bros and adds to your total. you level up and get to choose a power up (play pauses durring power up selection) when cash reaches increasing thresholds. your cash returns to starting value after you power up. enemies also power up, but the user needs to feel more powerful as they level up. the enemies should be varied and interesting over time. make almost no mistakes.

2 upvotes25 days ago
Open cabinetGo >