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low-poly-demo-derby
5
LOW-POLY DEMO DERBY thumbnail
Claude Fable 5 Ultracode Live

LOW-POLY DEMO DERBY

by bijanbowen

This was built from a nano banana reference mock-up photo and is just here as a demonstration of the models capabilities.

5 upvotes27 days ago
Open cabinetGo >
heartbreaker
6
Heartbreaker thumbnail
Fable Live

Heartbreaker

by ___merlin.

Okay Fable, I will give you one chance, and one chance only to impress me with your superior technical might, make me something enjoyable and fun, and a little bit sexy, It should be runnable in the chrome browser, I give you free will to make what you want, but it must impress me and it must be fun

6 upvotes27 days ago
Open cabinetGo >
desk-rendering-pc-mouse-monitor-keyboard-with-browser-os-on-monitor
1
desk rendering(pc, mouse, monitor, keyboard) with browser OS on monitor thumbnail
Claude Fable 5 Live

desk rendering(pc, mouse, monitor, keyboard) with browser OS on monitor

by Anon User

you can use html, CSS, JS, 3js and any other libraries you may wish to use in a single HTML file. it should run on most devices permanently or in other words make it optimized. it shall be self-contained and shouldn't require any precautionary steps other than opening the html file in a browser Do not worry about mobile compatability, it will be run on a windows PC(both 10 & 11) first, using 3JS or other 3d rendering libraries, render a PC(a monitor, keyboard, mouse, and the actual PC), do not add RGB to the pc or other bright lights for visibility(also don't make it too dark/add excessive fog). You should able to press the keys(using the mouse, or by pressing the keys on the real keyboard) and they should appear as being pressed, the mouse should be moved by pressing and holding it and moving around using the mouse pointer. On the monitor, there should be a OS types system(macOS style, not a full on clone but the style with 5 apps and 2 2d games like tetries and snake), when you press keys on the virtual keyboard and move the virtual mouse, it should be reflected on the monitor. You should be able to press "Z" to zoom into the monitor, here have the OS displayed in full screen and de-render the keyborad,mouse and pc fo performence and "Y" to again come out and see the full desk. when you open it, it should be a dark screen and press any button to start, when you press escape you should come back to this screen.

1 upvotes27 days ago
Open cabinetGo >
3d-boss-rush-mythos-version
0
3d boss rush mythos version thumbnail
Claude Fable Live

3d boss rush mythos version

by Blockhead1800

Create a complete browser-based 3D boss-rush game using HTML, CSS, and JavaScript with Three.js from a CDN. Keep it self-contained and directly playable in a browser without any build step. The game should be a stylish third-person โ€œsouls-likeโ€ arena experience with: - player movement, sprint, dodge roll with i-frames, melee attack, third-person camera - health/stamina UI, boss name/health UI, death and victory screens, main menu - responsive menu layout that works on smaller screens and can scroll if needed - procedural audio using Web Audio API - strong visual presentation with emissive materials, particles, attack telegraphs, fog, lighting, and polished boss effects Build a circular arena with environmental detail, not just a flat floor. Include things like pillars, glowing runes, crystals, rim detail, lighting accents, and other atmospheric touches. The world should feel intentional and visually rich. Create 5 bosses, each with: - a distinct model/silhouette - unique theme and color identity - unique moves and attack patterns - readable telegraphs - different gameplay feel from the others Boss 1 through 4 should each feel original and varied. Include melee pressure, AoEs, movement attacks, projectiles, or other mechanics as appropriate, but avoid making them feel repetitive. Boss 5 should be the final boss and the most elaborate encounter: - it must have 2 phases - the second phase should be a rebirth/transformation, not just a recolor - the two phases should play differently - it should be only a little harder than the earlier bosses, not unfair - its model should be more detailed than the others - it should have the best effects and presentation in the game - it should interact with the world in some way - the world should visibly change during the phase transition For the final boss, make sure phase 2 includes a meteor-style attack: - it marks the playerโ€™s current location with a circle that stays there - a meteor appears in the sky - after a delay, the meteor crashes into that marked area and damages everything inside Also give phase 1 its own original signature mechanics, not generic repeats of attacks from other bosses. General design goals: - make the game feel polished, readable, and fun - prioritize strong visual identity and distinct boss mechanics - keep combat fair and dodgeable - make melee hit detection forgiving enough for floating or tall bosses - structure the code clearly with reusable systems for player logic, bosses, particles, telegraphs, and world state - include cleanup/reset logic when changing bosses or returning to menu Return the full complete code only.

0 upvotes27 days ago
Open cabinetGo >
voxel-village
0
Voxel Village thumbnail
Google Gemini 3.1 Pro Live

Voxel Village

by diogo_19128

Code a voxel world as detailed as this one! dont be lazy, adn dont use procedurla bs, jus thandcraft a perfect voxel world like this, also, you should know this, a competitor ai model of yours build the image seen here, so id be rpetty motivated to beat it at its own game if i were you!*Provided a reference image of a leaked output from Mythos Preview voxel kingdom*

0 upvotes30 days ago
Open cabinetGo >
voxel-castle-village
New Drop
0
Voxel Castle Village thumbnail
Google Gemini 3.1 Pro Live

Voxel Castle Village

by diogo_19128

Code a voxel world as detailed as this one! dont be lazy, adn dont use procedurla bs, jus thandcraft a perfect voxel world like this, also, you should know this, a competitor ai model of yours build the image seen here, so id be rpetty motivated to beat it at its own game if i were you!*Provided the reference image of a leaked output of a voxel village coded by Claude Mythos Preview* second following prompt: come on! is this the best you can do? for reference heres what the otehr competitor ai did, compared to your attempt!: third prompt: come one! you cna do better than that, cant you? make it way more detailed, rivaling ro even surpassing teh level of detial of teh reference image from the competitor coding ai agent of yours!

0 upvotes6 days ago
Open cabinetGo >
mech-garden-defence
1
Mech garden Defence thumbnail
Google Gemini 3.5 Flash Live

Mech garden Defence

by the_real_one123456

I used mutiple prompts and used referce images, I was trying to recreate zombies vs plants

1 upvotes30 days ago
Open cabinetGo >
trees-hate-you
2
Trees Hate You thumbnail
Qwen 3.7 Plus + Gemini 3.5 Flash Live
Mobile

Trees Hate You

by enjoyooor

Write a complete, self-contained, single-file HTML game using Three.js and the Web Audio API based on the concept "Trees Hate You". The code must run immediately in any modern browser without any external image or audio assets. The final file must be fully functional, including all states, collision detection, and window resizing, without any placeholder code or "TODO" comments. ### Technical Architecture & Setup 1. **Three.js Core**: Load Three.js via a reliable CDN (e.g., `https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js`). 2. **2D Rendering in 3D**: - Use an `OrthographicCamera` pointing directly down the Z-axis at the XY plane to establish a stable 2D rendering viewport. - Handle window resizing dynamically, updating the camera's aspect ratio and renderer size while maintaining a fixed internal game coordinate system. 3. **UI Overlay**: To ensure crisp, high-performance pixel-art text without relying on external font files, use a CSS-styled HTML overlay layered directly on top of the Three.js canvas. Use system monospace fonts (`Courier New`, `monospace`) styled in uppercase, bold, and high-contrast colors to achieve a clean retro aesthetic. ### Visuals & Procedural Sprite Generation To avoid external image dependencies, generate the 2D pixel-art textures programmatically using small offscreen HTML Canvases, which are then converted to `THREE.CanvasTexture`. - **Texture Setup**: Ensure all textures use `THREE.NearestFilter` for both `minFilter` and `magFilter` to preserve sharp, pixelated edges when scaled. - **Background**: Set the renderer's clear color to a dark charcoal-gray (`#1C1E22`). - **Player Sprite**: Draw a blocky, minimalist, bright-yellow (`#FFEB3B`) humanoid figure. - **Tree Obstacles**: Draw symmetrical, retro-style teal/cyan (`#00F0FF`) pine/fir trees. - **Particles** (Optional): Create a simple particle system that spawns small yellow/teal square particles at the player's location upon a collision. ### Procedural Audio (Web Audio API) Modern browsers block audio until a user interaction occurs. Initialize a single `AudioContext` only after the player presses "Enter" on the title screen. Implement the following retro synthesized sound effects using oscillators and gain nodes: 1. **Start Game Sound**: A short, high-pitched rising sweep (e.g., a triangle wave rising from 150Hz to 600Hz over 0.2 seconds with a quick volume decay). 2. **Collision / Game Over Sound**: A low, explosive rumble (e.g., a sawtooth wave rapidly dropping from 300Hz to 40Hz over 0.6 seconds, combined with a quick volume fade, or procedurally generated white noise). 3. **Point Milestone Sound** (Optional): A short, bright dual-tone beep (e.g., a square wave playing at 880Hz for 0.05 seconds, immediately followed by 1760Hz for 0.05 seconds) triggered at score milestones. ### Game States & Flow - **State 1: Title Screen ("Trees Hate You")**: - Displays the title "Trees Hate You" in large, blocky text (dark green-gray text with a thick teal outline). - Displays flashing text: "PRESS ENTER TO PLAY". - Listening for the Enter key initializes the audio context, plays the Start Game Sound, and transitions to the gameplay state. - **State 2: Gameplay State**: - **Player Controls**: Use standard WASD and Arrow keys for 8-way movement. Keep the player bounded strictly within the visible screen borders. - **Obstacle Spawning**: Symmetrical teal trees spawn off-screen from all four edges and move across the screen in linear paths. - **Difficulty Scaling**: The score increases continuously over time. As the score increases, gradually ramp up the tree spawn rate and movement speed. - **Collision Detection**: Implement basic 2D bounding-box or bounding-circle collision detection between the player and the active trees. - **State 3: Game Over State**: - Triggered immediately upon collision. Stop the game loop, play the Collision Sound, and show a particle burst. - Display "GAME OVER" and the final score. - Display "PRESS ENTER TO RESTART" to reset game variables and return directly to the gameplay state. Provide the complete, clean, and fully commented HTML file.

2 upvotes30 days ago
Open cabinetGo >
the-rust-deal-a-blackjack-roguelite
0
The Rust Deal: A Blackjack Roguelite thumbnail
Claude Opus 4.8 Live
Mobile

The Rust Deal: A Blackjack Roguelite

by anonymous_floof

The initial result has gone through multiple content additions and bug fixes through Claude Code to get to this final resulting product, though the core concept remains faithful. There were some SVG URL's being used that had to be replaced with CSS to bypass Ultimateplay's upload restrictions regarding external calls. Apologies if some textures broke as a result. Expect a simplified result if using the following prompt one shot... Create an Industrial/Fantasy Horror Blackjack based Roguelite inspired by games like Balatro, Cloverpit, Inscription, and Slots and Daggers. It should be contained within a single HTML file, have svg graphics with smooth animations to add flair. It must have sound effects, and background music, both run specific AND permanent unlocks, achievements, a Slay the Spire esque level selector, lots of seed based RNG elements with the possibility of seeded runs, upgrades that emphasise synergy and various play styles, a heavy replayability factor, and various difficulty presets and unlockable starting perks/modes

0 upvotes30 days ago
Open cabinetGo >
tower-defense-coop
0
Tower Defense Coop thumbnail
Claude Opus 4.8 Live

Tower Defense Coop

by kalffman

Too many to put here. The coop part works (enough)

0 upvotes30 days ago
Open cabinetGo >
brick-breaker
0
Brick Breaker thumbnail
Qwen-35b-A3B-Cerebellum Live

Brick Breaker

by theosgift8089

"Create a complete 2D, retro-style brick breaker game in a single HTML file. Include the HTML structure, CSS for a clean centered canvas, and JavaScript. Please include: A paddle controlled by the mouse (or arrow keys). A bouncing ball with physics (bounces off walls, paddle, and bricks). A grid of breakable bricks that disappear when hit. A score counter and a 'Game Over' or 'You Win' overlay. Styling so the game looks polished and arcade-like." It made such game from first try(and added additional stuff also by itself), with this almost only Q2K quantized model.

0 upvotes30 days ago
Open cabinetGo >
minecraft-clone
0
Minecraft Clone thumbnail
DeepSeek-V4-Flash Live

Minecraft Clone

by Roboo-Hood

create a 3d minecraft clone in html (embedded css and javascript). Don't use THREE.PointerLockControls because the Poe sandbox is unable to use Pointer Lock API.

0 upvotes30 days ago
Open cabinetGo >
flappy-bird
0
Flappy Bird thumbnail
GLM-4.6 Live

Flappy Bird

by edicube_99073

make me a flappy bird game with changing times of day

0 upvotes30 days ago
Open cabinetGo >
the-sundered-sanctum
0
The Sundered Sanctum thumbnail
Claude Opus 4.8 Live

The Sundered Sanctum

by kalffman

Hey there! I'm looking to build an incredibly detailed, highly polished 3D web game in a single file (HTML/CSS/JS), and I want you to be my lead developer and technical partner for this. We're going to create a magic-themed roguelike survival game using Three.js. Let me walk you through my vision for this project. First, let's talk about the environment. I want the backdrop to be a breathtaking, stationary 3D scene of an ancient, ruined magic sanctuary. Think glowing magical crystals, shattered stone pillars, subtle volumetric fog, and really moody, mysterious lighting. Even though the scene is stationary, I'd love for the player to be able to look around and explore the arena using WASD and Mouse Look (a standard first or third-person camera style). Also, lighting is crucial for the vibe, so let's add a sleek UI slider directly on the screen so the player can adjust the global brightness dynamically. Now, let's turn this beautiful scene into a deep roguelike experience. The player needs to feel a strong sense of progression. I'm thinking of a gorgeous, RPG-style HUD. We need dynamic bars for Health (HP) and Mana (MP), an XP bar at the bottom, and a Level indicator. Under the hood, keep track of stats like Attack Damage, Movement Speed, and Critical Strike Chance. And for that "juicy" combat feel, we absolutely need floating combat textโ€”damage numbers popping up when hitting or getting hit! The core of any good roguelike is the loot and builds, so let's go deep here. I want a full Inventory and Powerup system that the player can toggle by pressing 'I'. When enemies die, they should drop glowing orbs. Picking these up grants powerups. Let's give the player an active hotbar (Keys 1, 2, 3) for magic attacksโ€”maybe a Basic Fireball, an Ice Freeze AoE, and a Lightning Dash. Alongside that, we need a grid for passive items. If I pick up a "Vampiric Ring" (grants lifesteal), "Boots of Haste" (+speed), or "Arcane Focus" (-Mana cost), I want to see them in my inventory, complete with nice hover tooltips explaining what they do. For the enemies, let's spawn them in progressive waves. I'd love to see three distinct types to keep the player on their toes: 1. Zombieoid Grunts: Slow, melee-focused, they just try to swarm you. 2. Humanoid Cultists: These guys keep their distance and shoot slow-moving dark magic projectiles. 3. Monsterfied Brutes: Huge, tanky enemies that deal massive melee damage but have obvious telegraphed attacks. When we hit them with magic, let's use Three.js particles for awesome explosive impacts. They should flash red on hit and dissolve when defeated. To bring it all to life, let's synthesize some audio using the Web Audio API (so we don't need external assets). A low, eerie ambient drone for the background, whooshes and zaps for casting spells, thuds for impacts, and a really satisfying chime when the player levels up. Finally, we need to respect the player's time. Let's wire up the browser's localStorage to save the game. It should save their Level, Max HP, current XP, collected passives, and the highest wave reached. When you first load the page, it should show a slick Main Menu with "New Run" and "Continue Run". If the player dies, hit them with a cool Game Over screen detailing their run's stats, wipe the current save, and offer a restart button. I know this is a massive project, but I trust your coding skills! Please write the complete code (HTML, embedded CSS for the beautiful UI, and modern ES6+ JS). Feel free to structure the JS cleanly and add comments so I can learn how you integrated the Three.js combat, the inventory, and the save system. Let's make something impressive!

0 upvotes27 days ago
Open cabinetGo >
neon-grapple
0
NEON GRAPPLE thumbnail
Qwen 3.7 max Live

NEON GRAPPLE

by Sellami Nabil ๐Ÿ‡ฒ๐Ÿ‡ฆ

Make a 2d Platformer with shooting mecanics and health bar in stages (cave,Forest,old temple,Ruins,...),with multiple enemys,Power ups,parkour mecanics,Grapple hook item,Drops ,and a finals boss in each stage (each boss has a different attack pattern), after each stage the player can choose the next stage(options),and after each boss the player gets a power up and a stat point to upgrade player stats (each stage gets harder), Add multiple difficulties , Character customization,and Custom level creation there should be a main menu to start where the player can customize their character hair,clothes (colors,styles),and there also should be a button for options to adjust the volume and an exit button to leave the game,in html file. I tested the game, and here are my notes : - The game is way too fast to be playable, it needs to slow down - The grapple only works on enemies, it should also work on walls and ground to pull the character. - The game should not relay on the mouse, it should be playable without the mouse use, just the keyboard, and shooting with he gun should be with the key CTRL. - The gun should not be infinite, it should have a cooldown effect with a timer bar. - The gun should be visible as an object that the character holds. - The drops should be collectable and adds to the health bar. - Also, when the character dies, there should a gameover screen instead of a notification/message on the browser. - There also should be some sound effects for the shouting and the gameover. -Try adding some background music for each stage I tested this new version and it is much better than the previous one, keep everything as it is, and try to make these changes : - The boss's zone is not reachable as the walls are too height to over come. - The Shooting button should be ALT instead of CTRL. - The background is too blank, there should be some stage related image or objects, like fire torches in the cave and trees for the forest. -There should be a background music in the main menu and a different one for each stage. - When using the grapple, the character should be able to control the length of the rope, so to get closer or further of the wall or the sealing - Also, when using the grapple and on a wall, the character can climb the wall (with a small animation and dedicated sound effect) - There should be moving ground piece to add move dynamics to the game. I tested the game again, and I found some minor bugs that need to be fixed : - The moving platform behave anormally, wwen the player tries to get on them, they push back and throw the player far away, which some times pushes the player to the void. - There should be numbers representing the health bar with the max health. Also, try to add some other type of enemies with different shapes and colors and give them eyes, also try to add more different drops ( different colors) also make a special gun that lasts only for a few seconds when a special drop is taken. Also, add a major feature, CHECKPOINTS and lives, so whenever the player dies, he may just restarts from the last checkpoint, there must be at least 03 checkpoints in each stage.

0 upvotes30 days ago
Open cabinetGo >
omni-racer
2
Omni Racer thumbnail
Claude Opus 4.8 Live

Omni Racer

by bijanbowen

Too many to list, this is just a demo of Opus 4.8

2 upvotes1 month ago
Open cabinetGo >
browseros-10k-edition-lines
2
BrowserOS 10k Edition (lines) thumbnail
Qwen-3.7-max Live

BrowserOS 10k Edition (lines)

by h4ck3r_pr0_g4m3r

Make the best possible HTML file containing an OS (operating system). It should be all contained in 10k+ lines of HTML code, ALL working, with at least 20 FULLY developed apps.

2 upvotes1 month ago
Open cabinetGo >
dreamchickenrun
2
DreamChickenRun thumbnail
GPT-5.5 Live

DreamChickenRun

by MyChickenNinja

make a fully 3d chicken run game in the same style as a temple run game. camera should be behind the character. the team should be in Salvador Dalรญ's melting clocks. So it will be a chicken running through a Salvador Dalรญ style world with melting clocks. trying to avoid obstacles like farmers or food bins. this should be a browser game and fully built into a single file. use java, html. css, what ever browser stuff you need to make it work

2 upvotes1 month ago
Open cabinetGo >
the-crawler
1
The Crawler thumbnail
Google Gemini 3.1 Pro Live
Mobile

The Crawler

by sectumsempra0819

Write a highly polished, self-contained 3D browser game called "The Crawler" in a single HTML file under 2MB. Use Three.js (via CDN) for the 3D engine, vanilla JavaScript for the game logic, and raw CSS for a dark, gritty, blood-stained horror aesthetic. Ensure all image textures are downscaled and embedded directly inside the code as Base64 Data URIs to maintain the single-file constraint. Aesthetic & UI: Create a dark, PS1-style retro horror vibe. The main menu should have a dark radial gradient background with the title "THE CRAWLER" glowing in a soft, diffuse crimson red. Include a "Normal Mode" and "Extreme Mode". The in-game UI must feature a dynamic stamina bar, a boss health bar at the top, a player health bar at the bottom, and a "Blood Vials [ 3 / 3 ]" tracker in the top-left corner. Player Mechanics & Controls: Implement smooth first-person movement (WASD) with PointerLockControls for PC. Include a Sprint mechanic (Shift) and a Dodge Roll (Spacebar) that consumes stamina and provides brief invulnerability frames. Crucially, implement full Mobile Touch support: an invisible drag area on the top 60% of the screen to look around, a virtual D-Pad on the bottom-left, and four action buttons (Attack, Block, Dodge, Sprint) on the bottom-right. Combat System: Weapon: A first-person 3D sword constructed from geometric primitives floating in front of the camera. Attacking: A Minecraft-style charged attack system. Spamming click does minimal damage, while waiting for the charge meter to fill unleashes a heavy strike. Blocking/Parrying: Right-click to raise a guard. If the guard is hit by the boss, the shield breaks, mitigating the damage but placing the block on a cooldown. A perfectly timed block against the boss's pounce will "Parry" it, knocking the boss back and stunning it for 1 second. Healing: The player starts with 3 "Blood Vials". Pressing 'Q' (or the mobile Heal button) consumes a vial to restore 40% health, flashing the screen green. The Environment: A dark, circular arena bounded by a metallic ring. The floor is textured with a base64 stone grid. Place 8 destructible stone pillars in a circle. If the boss or a projectile hits a pillar, it loses health, visually shrinks, and eventually shatters. Boss AI ("The Crawler"): Build a terrifying, giant 8-legged spider out of Three.js sphere and cylinder primitives. Animate the legs procedurally as it walks. The boss AI must have several states: Chase: Relentlessly pursues the player. Spit Web: Shoots a projectile that damages the player and applies a "Web Trap" debuff, severely slowing the player down and disabling dodges until they spam the attack button 3 times to break free. Summon: Spawns 3-5 smaller, faster spider minions that chase the player and explode on contact. The player can instantly kill minions by swinging their sword. Pounce: The boss locks onto the player's position at the start of a 0.5-second windup animation, then leaps into the air and slams down on that location. The player must use this windup window to dodge out of the way.

1 upvotes1 month ago
Open cabinetGo >
riptide
1
Riptide thumbnail
Opus 4.7 Live
Mobile

Riptide

by anonymous_floof

Design and implementat a new strategy board game similar to chess, checkers, or Viking chess. However you are guided to avoid oversimplicity and encourage creativity. Once you have the game idea, create a HTML implementation with support for both pc and touchscreen. Be sure to include chooseable Ai difficulty, side to play, pass and play modes, and most importantly, thorough tutorials and tips

1 upvotes1 month ago
Open cabinetGo >
mathe-trainer-1-2-3
0
Mathe Trainer 1+2-3 thumbnail
Qwen3.6 27b Q2 Live
Mobile

Mathe Trainer 1+2-3

by Tobias Brandt

Erstell den kompletten code fรผr eine Browser-app: Hier ist eine detaillierte Beschreibung und Bedienungsanleitung fรผr die โ€žMathematik-Trainer All-in-Oneโ€œ Web-App. Diese Dokumentation eignet sich perfekt fรผr Eltern, Lehrkrรคfte oder zur Prรคsentation der App-Funktionalitรคt. ๐Ÿ“˜ App-Beschreibung: Mathematik-Trainer All-in-One Die Mathematik-Trainer All-in-One ist eine browserbasierte Lernanwendung, die drei zentrale Bereiche des Grundschul-Unterrichts vereint: Lรผckentexte (Klasse 1), Addition & Subtraktion (Klasse 2) und das kleine Einmaleins. Das Ziel der App ist es, Rechenfertigkeiten spielerisch zu festigen, Fehler sofort zu korrigieren und durch eine detaillierte Auswertung den Lernfortschritt transparent zu machen. Die App zeichnet sich durch ihre Single-File-Architektur aus โ€“ sie benรถtigt keine Installation, keinen Server und funktioniert auch komplett offline. ๐Ÿš€ Kernfeatures & Technische Highlights Drei integrierte Lernmodi Die App passt sich automatisch an das gewรคhlte Niveau an: ๐Ÿงฉ Klasse 1 (Lรผckentexte): Fokus auf den Zahlenraum bis 20. Die unbekannte Zahl wandert durch die Gleichung (z.B. ? + 4 = 8 oder 9 - ? = 5). Ideal fรผr das Verstรคndnis von Umkehraufgaben. โž• Klasse 2 (Plus & Minus): Zahlenraum bis 100. Zufรคllige Addition und Subtraktion. Bei Minus-Aufgaben wird technisch sichergestellt, dass nur positive Ergebnisse entstehen (kein negativer Zahlenraum). โœ–๏ธ Einmaleins: Training der Multiplikationstabelle von 1 ร— 1 1ร—1 bis 10 ร— 10 10ร—10. 2. Intelligente Bedienung & UX Eigenes Keypad: Eine groรŸe, touch-optimierte Tastatur im App-Fenster verhindert das Aufklappen der stรถrenden Systemtastatur auf Smartphones. Responsive Design: Das Layout erkennt automatisch die Gerรคteausrichtung (Portrait โ†” Landscape) und passt sich prรคzise an (Split-View im Querformat). Safe-Area-Support: Nutzt env(safe-area-inset) fรผr moderne Smartphones mit Notch oder dynamischer Browser-Leiste, sodass Inhalte nicht verdeckt werden. 3. Pรคdagogisches Feedback & Analyse Sofort-Feedback: Nach jeder Eingabe erscheint sofort visuelles Feedback (Grรผn bei Erfolg, Rot bei Fehler) inkl. der korrekten Lรถsung. Detaillierte Auswertung: Nach 20 Aufgaben wird ein vollstรคndiger Bericht generiert: Farbcodierter Erfolgs-Kreis (Prozentwert). Statistik-Grid (Richtig/Falsch, Gesamtzeit, ร˜-Zeit pro Aufgabe). Vollstรคndige Aufgabentabelle mit individuellem Zeitwert und Ergebnisvergleich. 4. Technische Robustheit Offline-fรคhig: Nach dem ersten Laden der Datei funktioniert die App auch ohne Internetverbindung. Tastatur-Support: Neben dem Touch-Keypad kรถnnen auch physische Tastaturen (Ziffernblock, Enter, Backspace) genutzt werden. ๐Ÿ“– Bedienungsanleitung Start & Menรผ ร–ffnen Sie die HTML-Datei in einem beliebigen Browser (Chrome, Safari, Firefox, Edge). Sie sehen das Hauptmenรผ mit drei groรŸen Karten: Karte Beschreibung Zielgruppe Klasse 1 ๐Ÿงฉ Lรผckentexte im Zahlenraum bis 20. Die โ€žLรผckeโ€œ (?) kann am Anfang, in der Mitte oder als Subtrahend stehen. 1. Klasse / Anfรคnger Klasse 2 โž• Plus- und Minus-Aufgaben mit Zahlen von 0 bis 100. Ergebnisse bleiben immer positiv. 2. Klasse / Fortgeschritten Einmaleins โœ–๏ธ Multiplikationstraining ( 1 ร— 1 1ร—1 bis 10 ร— 10 10ร—10). Alle Klassenstufen Aktion: Tippen Sie auf eine der Karten, um den entsprechenden Modus zu starten. Der Header und die Farben der App passen sich dem gewรคhlten Thema an (Lila fรผr Klasse 1, Grรผn fรผr Klasse 2, Blau fรผr Einmaleins). Wรคhrend des Trainings Jede Runde besteht aus 20 zufรคlligen Aufgaben. Fortschritt: Oben sehen Sie einen Balken, der den Fortschritt in Prozent und als โ€žAufgabe X von 20โ€œ anzeigt. Punkte: Rechts oben werden die aktuellen Treffer (โœ“) und Fehler (โœ—) live aktualisiert. Die Aufgabe: In der Mitte wird die Rechenaufgabe groรŸ dargestellt. Bei Lรผckentexten ist die fehlende Zahl orange und kursiv markiert (?). Eingabe der Lรถsung Sie haben zwei Mรถglichkeiten, eine Antwort einzugeben: Via Touch-Keypad (Empfohlen fรผr Tablets/Handys): Tippen Sie auf die Ziffern 0โ€“9, um Ihre Antwort zu bilden. Nutzen Sie โŒซ (Backspace), um das letzte Zeichen zu lรถschen. Bestรคtigen Sie mit der groรŸen Taste โœ“ Bestรคtigen. Via Physische Tastatur (PC/Laptop): Tippen Sie die Ziffern direkt ein. Drรผcken Sie Enter, um die Antwort zu bestรคtigen. Nutzen Sie Backspace zum Lรถschen. Feedback Nach Bestรคtigung der Antwort: Richtig: Der Bildschirm wird kurz grรผn, es erscheint โ€ž๐ŸŽ‰ Richtig!โ€œ und die gelรถste Gleichung. Nach 1,4 Sekunden springt die App automatisch zur nรคchsten Aufgabe. Falsch: Der Bildschirm wird kurz rot, es erscheint โ€ž๐Ÿ˜” Falsch!โ€œ und die korrekte Lรถsung wird angezeigt (z.B. Lรถsung: 3 + 5 = 8). 3. Die Auswertung Nach der 20. Aufgabe endet die Runde automatisch und das Ergebnis-Screen wird angezeigt. Gesamturteil: Ein groรŸer Kreis zeigt Ihre Trefferquote in Prozent an (z.B. โ€ž95 % โ€“ Super! ๐Ÿ†โ€œ). Statistiken: Sie sehen, wie viele Aufgaben richtig/falsch waren und wie lange die gesamte Runde dauerte. Detail-Tabelle: Eine Liste aller 20 Aufgaben zeigt: Die ursprรผngliche Aufgabe. Die korrekte Lรถsung. Ihre eingegebene Antwort (falsche Antworten sind durchgestrichen). Die Zeit, die Sie fรผr diese spezifische Aufgabe benรถtigt haben. 4. Navigation nach der Auswertung Sie haben zwei Optionen: โ€žNochmal รผbenโ€œ ๐Ÿ”„: Startet eine neue Runde im gleichen Modus. (Beispiel: Wenn Sie gerade Einmaleins geรผbt haben, startet der Button wieder das Einmaleins). Dies ist ideal fรผr Wiederholungen. โ€žโ† Zurรผck zum Menรผโ€œ: Bringt Sie zurรผck zur Auswahl der drei Themen, falls Sie den Schwierigkeitsgrad wechseln mรถchten (z.B. von Klasse 1 zu Einmaleins).

0 upvotes1 month ago
Open cabinetGo >
zombie-subway
1
Zombie Subway thumbnail
beast-max Live

Zombie Subway

by BeastLab.ai

"SubwayZombies Make a beautifully detailed web scene using js, of a subway station. 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. We want to turn this scene into an FPS with humanoid/zombioid enemies, weapon recoil, weapon flash, and visible ammo tracers. Add sound. You can use Three.js 0.180.0, cannon-es 0.20.0 and any external libraries as needed but PUT EVERYTHING IN A SINGLE HTML FILE." One-shot output from Beast-max effort:yolo / websearch:high.

1 upvotes1 month ago
Open cabinetGo >
3d-rotating-flappy-bird-2
2
3D Rotating Flappy Bird thumbnail
beast-max Live

3D Rotating Flappy Bird

by BeastLab.ai

"3D Rotating Flappy Bird Write a HTML-based, 3D cute, third-person perspective, flappy bird game, with rich nature background and colorful tubes, the bird being detailed drawn. Additional requirements: 1. Need simple sound effect 2. You can use Three.js 0.180.0, cannon-es 0.20.0 and any external libraries as needed but PUT EVERYTHING IN A SINGLE HTML FILE 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" One-shot output from Beast-max effort:yolo / websearch:high.

2 upvotes1 month ago
Open cabinetGo >
mars-silhouette-2
1
Mars Silhouette thumbnail
Beast-max Live

Mars Silhouette

by BeastLab.ai

"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. Add sound. You can use Three.js 0.180.0, cannon-es 0.20.0 and any external libraries as needed but PUT EVERYTHING IN A SINGLE HTML FILE." One-shot output from Beast-max effort:yolo / websearch:high.

1 upvotes1 month ago
Open cabinetGo >
eyeline
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 upvotes2 months ago
Open cabinetGo >
signal-loss
1
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.

1 upvotes2 months ago
Open cabinetGo >
lemonade-empire
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 upvotes2 months ago
Open cabinetGo >
glow-league-a-skateboard-racing-team-manager
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 โ€” GPU cores, motors, decks, wheels โ€” 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 โ€” 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 โ€” 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 upvotes2 months ago
Open cabinetGo >
neighbourhood-life-simulation
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 upvotes2 months ago
Open cabinetGo >
terraria-clone
3
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.

3 upvotes2 months ago
Open cabinetGo >
neon-grid-rider-3d-kart-racer
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 upvotes2 months ago
Open cabinetGo >
neon-strike-overdrive
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 upvotes2 months ago
Open cabinetGo >
steve-the-pc-repair-man
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 months ago
Open cabinetGo >
mars-silhouette
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 upvotes2 months ago
Open cabinetGo >
aero-combat-arena-tactical-warfare
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 upvotes2 months ago
Open cabinetGo >
connect-4-human-vs-ai
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 emojisโ€”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 upvotes2 months ago
Open cabinetGo >