Arcade Index

Leaderboard

A lighter view of the live board. Sort by momentum, narrow by model, and jump straight into the cabinets that matter.

Newest first1 active filter
Results
24
Mobile-ready
24
Models shown
18
Upvotes in view
23
Filters
Search · sort · model · mobile
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 >
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 für eine Browser-app: Hier ist eine detaillierte Beschreibung und Bedienungsanleitung für die „Mathematik-Trainer All-in-One“ Web-App. Diese Dokumentation eignet sich perfekt für Eltern, Lehrkräfte oder zur Präsentation der App-Funktionalität. 📘 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: Lückentexte (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 – sie benötigt keine Installation, keinen Server und funktioniert auch komplett offline. 🚀 Kernfeatures & Technische Highlights Drei integrierte Lernmodi Die App passt sich automatisch an das gewählte Niveau an: 🧩 Klasse 1 (Lückentexte): Fokus auf den Zahlenraum bis 20. Die unbekannte Zahl wandert durch die Gleichung (z.B. ? + 4 = 8 oder 9 - ? = 5). Ideal für das Verständnis von Umkehraufgaben. ➕ Klasse 2 (Plus & Minus): Zahlenraum bis 100. Zufällige Addition und Subtraktion. Bei Minus-Aufgaben wird technisch sichergestellt, dass nur positive Ergebnisse entstehen (kein negativer Zahlenraum). ✖️ Einmaleins: Training der Multiplikationstabelle von 1 × 1 1×1 bis 10 × 10 10×10. 2. Intelligente Bedienung & UX Eigenes Keypad: Eine große, touch-optimierte Tastatur im App-Fenster verhindert das Aufklappen der störenden Systemtastatur auf Smartphones. Responsive Design: Das Layout erkennt automatisch die Geräteausrichtung (Portrait ↔ Landscape) und passt sich präzise an (Split-View im Querformat). Safe-Area-Support: Nutzt env(safe-area-inset) für moderne Smartphones mit Notch oder dynamischer Browser-Leiste, sodass Inhalte nicht verdeckt werden. 3. Pädagogisches Feedback & Analyse Sofort-Feedback: Nach jeder Eingabe erscheint sofort visuelles Feedback (Grün bei Erfolg, Rot bei Fehler) inkl. der korrekten Lösung. Detaillierte Auswertung: Nach 20 Aufgaben wird ein vollständiger Bericht generiert: Farbcodierter Erfolgs-Kreis (Prozentwert). Statistik-Grid (Richtig/Falsch, Gesamtzeit, Ø-Zeit pro Aufgabe). Vollständige Aufgabentabelle mit individuellem Zeitwert und Ergebnisvergleich. 4. Technische Robustheit Offline-fähig: Nach dem ersten Laden der Datei funktioniert die App auch ohne Internetverbindung. Tastatur-Support: Neben dem Touch-Keypad können auch physische Tastaturen (Ziffernblock, Enter, Backspace) genutzt werden. 📖 Bedienungsanleitung Start & Menü Öffnen Sie die HTML-Datei in einem beliebigen Browser (Chrome, Safari, Firefox, Edge). Sie sehen das Hauptmenü mit drei großen Karten: Karte Beschreibung Zielgruppe Klasse 1 🧩 Lückentexte im Zahlenraum bis 20. Die „Lücke“ (?) kann am Anfang, in der Mitte oder als Subtrahend stehen. 1. Klasse / Anfänger Klasse 2 ➕ Plus- und Minus-Aufgaben mit Zahlen von 0 bis 100. Ergebnisse bleiben immer positiv. 2. Klasse / Fortgeschritten Einmaleins ✖️ Multiplikationstraining ( 1 × 1 1×1 bis 10 × 10 10×10). 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 gewählten Thema an (Lila für Klasse 1, Grün für Klasse 2, Blau für Einmaleins). Während des Trainings Jede Runde besteht aus 20 zufälligen Aufgaben. Fortschritt: Oben sehen Sie einen Balken, der den Fortschritt in Prozent und als „Aufgabe X von 20“ anzeigt. Punkte: Rechts oben werden die aktuellen Treffer (✓) und Fehler (✗) live aktualisiert. Die Aufgabe: In der Mitte wird die Rechenaufgabe groß dargestellt. Bei Lückentexten ist die fehlende Zahl orange und kursiv markiert (?). Eingabe der Lösung Sie haben zwei Möglichkeiten, eine Antwort einzugeben: Via Touch-Keypad (Empfohlen für Tablets/Handys): Tippen Sie auf die Ziffern 0–9, um Ihre Antwort zu bilden. Nutzen Sie ⌫ (Backspace), um das letzte Zeichen zu löschen. Bestätigen Sie mit der großen Taste ✓ Bestätigen. Via Physische Tastatur (PC/Laptop): Tippen Sie die Ziffern direkt ein. Drücken Sie Enter, um die Antwort zu bestätigen. Nutzen Sie Backspace zum Löschen. Feedback Nach Bestätigung der Antwort: Richtig: Der Bildschirm wird kurz grün, es erscheint „🎉 Richtig!“ und die gelöste Gleichung. Nach 1,4 Sekunden springt die App automatisch zur nächsten Aufgabe. Falsch: Der Bildschirm wird kurz rot, es erscheint „😔 Falsch!“ und die korrekte Lösung wird angezeigt (z.B. Lösung: 3 + 5 = 8). 3. Die Auswertung Nach der 20. Aufgabe endet die Runde automatisch und das Ergebnis-Screen wird angezeigt. Gesamturteil: Ein großer Kreis zeigt Ihre Trefferquote in Prozent an (z.B. „95 % – Super! 🏆“). 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 ursprüngliche Aufgabe. Die korrekte Lösung. Ihre eingegebene Antwort (falsche Antworten sind durchgestrichen). Die Zeit, die Sie für diese spezifische Aufgabe benötigt haben. 4. Navigation nach der Auswertung Sie haben zwei Optionen: „Nochmal üben“ 🔄: Startet eine neue Runde im gleichen Modus. (Beispiel: Wenn Sie gerade Einmaleins geübt haben, startet der Button wieder das Einmaleins). Dies ist ideal für Wiederholungen. „← Zurück zum Menü“: Bringt Sie zurück zur Auswahl der drei Themen, falls Sie den Schwierigkeitsgrad wechseln möchten (z.B. von Klasse 1 zu Einmaleins).

0 upvotes1 month 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 >
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 — 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 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 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 upvotes2 months 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 upvotes2 months 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 upvotes2 months 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 upvotes2 months ago
Open cabinetGo >
jerrys-apartment-beat-em-up
3
Jerrys Apartment Beat 'em up! thumbnail
GPT-5.5 Live
Mobile

Jerrys Apartment Beat 'em up!

by bijanbowen

First Prompt: Create an accurate threejs model of Jerry's apartment from Seinfeld. Include nuance details, warm lighting, and the ability to move about the scene to view all areas of the apartment. Find specific details that are included in the apartment set, such as specific items, posters, etc. It should be a true to life accurate replica of what is seen in the set. The lighting should be well done, with no overly dark or washed out areas. Proper rendering, scale and visualization is paramount. Second Prompt: Now turn this into a low poly beat em up game with fun arcade effects and animations.

3 upvotes2 months ago
Open cabinetGo >
boss-rush
3
BOSS RUSH thumbnail
Claude Sonnet 4.6 Live
Mobile

BOSS RUSH

by Staying Anonymous

Optimize the following for a mobile use (no lags). YOU MUST DEBUG THE WHOLE CODE FILE. 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 “souls-like” 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 player’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.

3 upvotes3 months ago
Open cabinetGo >
geometry-dash
3
Geometry Dash thumbnail
GPT-5.5 Pro Live
Mobile

Geometry Dash

by fixlation

Create a fully robust geometry dash like game with different levels of varying difficulties, spend time designing and theorising each level to make them as good as possible while being actually completable. Ensure it's perfect, fully built and playable with a good design and fluidity. Make this as official as possible as if you were going to release this today as an official game. Return a single HTML file.

3 upvotes3 months ago
Open cabinetGo >
ultimate-arcade-metal-slop-tactics
0
ULTIMATE ARCADE Metal Slop Tactics thumbnail
Kimi K2.6 Live
Mobile

ULTIMATE ARCADE Metal Slop Tactics

by .normal.man.

METAL SLOB xIA — single-file browser arcade build prompt GOAL: Complete playable 2D side-scroll run-and-gun as ONE self-contained HTML file — no build step, no external assets, no images, no libraries. 1990s arcade homage, 100% original art/audio (no copyrighted names/sprites/sounds). Canvas 1280x720 pixel-art (imageSmoothingEnabled=false) + HTML/CSS HUD overlays. All graphics procedurally drawn via ctx.fillRect/arc. All audio synthesized via Web Audio (oscillators, noise buffers, biquad filters, gain envelopes). CSS transform scales the stage to viewport, 16:9 preserved. HERO: "Aleck Black" — Black mercenary, 30s, rescue-expert vibe: bandana, combat vest, cargo pants, boots. Procedural pixel art with run-cycle legs, plus jump/fall/slide/knife/parachute variants. INTRO (state=INTRO): Title "METAL SLOB xIA", fake "FREE CREDITS: HACK!" teaser, "★ INSERT COINS ★" marquee. Aleck parachutes in a sinusoidal bob against a purple/orange night sky with drifting clouds/stars. Player must enter an exact 3-key sequence to "hack" free credits: LEFT or A → RIGHT or D → SPACE. Each correct step lights an indicator + plays a coin-clink. After the 3rd correct key, start a 5-second countdown (5…4…3…2…1). On 0, cut to PLAYING: Aleck drops onto a moving train with landing thud, dust particles, camera shake. PLAYING (state = PLAYING, level duration 155 seconds ≈ 2.5 min, no boss required): SETTING: Top of a speeding train. World auto-scrolls, Aleck stays roughly centered. Triple parallax: (1) far — night-to-sunset sky gradient, stars, mountains, clouds at ~0.05x; (2) mid — dystopian industrial buildings with randomly lit windows + smokestacks at ~0.3x; (3) foreground — train cars with wheels, windows, rail ties, wheel sparks at 1.0x. Rolling smoke from stacks. HUD strip shows a "TRAIN ADVANCE" progress bar with 🚂 icon traveling left→right as level completes. CONTROLS: Arrows or WASD move; Space = jump (instant, no cooldown, gravity ~1800 px/s²); Ctrl or Q = knife swing (~0.4 s, ~60 px reach, multi-hit set prevents double-tapping same enemy); Shift = slide (0.55 s, 360 px/s, ends in an automatic pop-up jump; 0.8 s cooldown; plays a long YEAAAHHHH yell synthesized via formant bandpass filters sweeping through "Y-E-A-H" vowels). RIFLE: Auto-fires continuously while not reloading/sliding/knifing. Magazine = EXACTLY 69 rounds. When it empties, auto-reload begins and takes EXACTLY 1.2 seconds (no variation). Reserve ammo is unlimited. Fire cadence ~0.085 s between shots. Each shot: spawns tracer bullet, muzzle flash, sparks, ejected shell casing with gravity, tiny camera bump, rifle crack sound. AMMO UI: big number top-right. Color interpolates from bright yellow toward red as ammo drops; the number physically shakes harder the closer to empty. While reloading it shows "RELOADING" with a blink animation. KNIFE: Green alien blood spray on hit (particles in #2f2 / #4f4 / #afc / #7e7), heavier camera bump, satisfying meaty hit sound. HP: Player HP = 1000 (10× an enemy's ~24–32 HP so Aleck is a tank). HP bar top-left, labeled "ALECK BLACK — HP". Invulnerability 0.5 s after taking a hit. At HP ≤ 0 → GAME OVER sequence. ENEMIES: Disguised alien soldiers — look humanoid-ish but subtly off: pointed ears, one green-tinged eye. Palette-varied per instance. ALWAYS keep at least 3 on screen; spawn from both left and right offscreen at GROUND_Y. Enemy move speed EQUALS player speed (240 px/s) — no cheese. AI: approach to preferred range, then pepper Aleck with shots. Green blood on hit. Voice lines synthesized via formant filters triggered at events: attack-yell on spawn/aggro, an angry swear on taking damage, a death-scream on kill — each pulled from a small pitch/formant variation pool so they sound like different soldiers. COINS / LOOT: Random pickups (coins, stars, gems) bounce on ground with a metallic clink on pickup + sparkle particles. Purely cosmetic — they pump the combo/arcade feel, no gameplay effect. COMBO ANNOUNCER: Every 3rd consecutive enemy kill within a short combo window, fire a deep-voiced arcade announcer callout. Voice is synthesized per-syllable via stacked formant bandpass filters (low fundamental ~85–110 Hz). Phrase pool (rotate randomly): ANNIHILATION, DEVASTATION, MAYHEM, OVERKILL, SLOBBERIZED, CARNAGE, TRIPLE SLOB, DECIMATION, HEADSHOT SUPREME, SAVAGERY, BLOODBATH, MERCILESS, METAL RAIN, PANDEMONIUM. Giant center-screen text pop with scale+fade, camera bump. Reset combo counter after the callout. MUSIC: Continuous driving arcade loop via a 32-step sequencer at 152 BPM in E minor — bass (square/saw), lead riff, kick (filtered noise burst + sine drop), snare (band-passed noise), hi-hats (high-passed noise). Start on first user input (autoplay-policy compliant). Stop on game-over/win. PRANKS (the payoff — these are THE jokes): GAME OVER: The moment Aleck dies, IMMEDIATELY cut to a full black screen. No text, no UI, nothing. Silence music. Count the next 6 key presses (any key). On the 6th press, reveal: solid red background, huge white "LOSER" in Impact/condensed display font with wide letter-spacing, bottom subtitle "If you dare, metal jacket… (reload to retry)", and a hurricane-siren sweep (sawtooth sweeping 200→1500 Hz, 4 s). Player must reload browser to restart. WIN: When the level timer completes, IMMEDIATELY freeze to a full white screen. Silence music. Count 6 key presses. On the 6th reveal: blue background, huge white angelic "LOSER", subtitle "The 'Double FREE CREDIT Slob™' function was never implemented. Reload the browser to start again. You magnificent slob." Same siren. Reload required. POLISH: CRT scanlines overlay, vignette, subtle CRT glow, camera shake on impacts, particle systems for sparks/smoke/casings/blood/flash/starburst, bullet tracers, muzzle flashes, landing dust, wheel sparks. Everything procedural. Single HTML file, opens locally, no network, no libraries.

0 upvotes3 months ago
Open cabinetGo >
metal-sl-b-xia
1
ᠵデ气亠 ⌯⁍⌯⁍ METAL SL⍟B xIA  ᡕ⌯⁍ ⌯⁍ 𖦏 thumbnail
Opus 4.7 Live
Mobile

ᠵデ气亠 ⌯⁍⌯⁍ METAL SL⍟B xIA ᡕ⌯⁍ ⌯⁍ 𖦏

by .normal.man.

METAL SLOB xIA — single-file browser arcade build prompt GOAL: Complete playable 2D side-scroll run-and-gun as ONE self-contained HTML file — no build step, no external assets, no images, no libraries. 1990s arcade homage, 100% original art/audio (no copyrighted names/sprites/sounds). Canvas 1280x720 pixel-art (imageSmoothingEnabled=false) + HTML/CSS HUD overlays. All graphics procedurally drawn via ctx.fillRect/arc. All audio synthesized via Web Audio (oscillators, noise buffers, biquad filters, gain envelopes). CSS transform scales the stage to viewport, 16:9 preserved. HERO: "Aleck Black" — Black mercenary, 30s, rescue-expert vibe: bandana, combat vest, cargo pants, boots. Procedural pixel art with run-cycle legs, plus jump/fall/slide/knife/parachute variants. INTRO (state=INTRO): Title "METAL SLOB xIA", fake "FREE CREDITS: HACK!" teaser, "★ INSERT COINS ★" marquee. Aleck parachutes in a sinusoidal bob against a purple/orange night sky with drifting clouds/stars. Player must enter an exact 3-key sequence to "hack" free credits: LEFT or A → RIGHT or D → SPACE. Each correct step lights an indicator + plays a coin-clink. After the 3rd correct key, start a 5-second countdown (5…4…3…2…1). On 0, cut to PLAYING: Aleck drops onto a moving train with landing thud, dust particles, camera shake. PLAYING (state = PLAYING, level duration 155 seconds ≈ 2.5 min, no boss required): SETTING: Top of a speeding train. World auto-scrolls, Aleck stays roughly centered. Triple parallax: (1) far — night-to-sunset sky gradient, stars, mountains, clouds at ~0.05x; (2) mid — dystopian industrial buildings with randomly lit windows + smokestacks at ~0.3x; (3) foreground — train cars with wheels, windows, rail ties, wheel sparks at 1.0x. Rolling smoke from stacks. HUD strip shows a "TRAIN ADVANCE" progress bar with 🚂 icon traveling left→right as level completes. CONTROLS: Arrows or WASD move; Space = jump (instant, no cooldown, gravity ~1800 px/s²); Ctrl or Q = knife swing (~0.4 s, ~60 px reach, multi-hit set prevents double-tapping same enemy); Shift = slide (0.55 s, 360 px/s, ends in an automatic pop-up jump; 0.8 s cooldown; plays a long YEAAAHHHH yell synthesized via formant bandpass filters sweeping through "Y-E-A-H" vowels). RIFLE: Auto-fires continuously while not reloading/sliding/knifing. Magazine = EXACTLY 69 rounds. When it empties, auto-reload begins and takes EXACTLY 1.2 seconds (no variation). Reserve ammo is unlimited. Fire cadence ~0.085 s between shots. Each shot: spawns tracer bullet, muzzle flash, sparks, ejected shell casing with gravity, tiny camera bump, rifle crack sound. AMMO UI: big number top-right. Color interpolates from bright yellow toward red as ammo drops; the number physically shakes harder the closer to empty. While reloading it shows "RELOADING" with a blink animation. KNIFE: Green alien blood spray on hit (particles in #2f2 / #4f4 / #afc / #7e7), heavier camera bump, satisfying meaty hit sound. HP: Player HP = 1000 (10× an enemy's ~24–32 HP so Aleck is a tank). HP bar top-left, labeled "ALECK BLACK — HP". Invulnerability 0.5 s after taking a hit. At HP ≤ 0 → GAME OVER sequence. ENEMIES: Disguised alien soldiers — look humanoid-ish but subtly off: pointed ears, one green-tinged eye. Palette-varied per instance. ALWAYS keep at least 3 on screen; spawn from both left and right offscreen at GROUND_Y. Enemy move speed EQUALS player speed (240 px/s) — no cheese. AI: approach to preferred range, then pepper Aleck with shots. Green blood on hit. Voice lines synthesized via formant filters triggered at events: attack-yell on spawn/aggro, an angry swear on taking damage, a death-scream on kill — each pulled from a small pitch/formant variation pool so they sound like different soldiers. COINS / LOOT: Random pickups (coins, stars, gems) bounce on ground with a metallic clink on pickup + sparkle particles. Purely cosmetic — they pump the combo/arcade feel, no gameplay effect. COMBO ANNOUNCER: Every 3rd consecutive enemy kill within a short combo window, fire a deep-voiced arcade announcer callout. Voice is synthesized per-syllable via stacked formant bandpass filters (low fundamental ~85–110 Hz). Phrase pool (rotate randomly): ANNIHILATION, DEVASTATION, MAYHEM, OVERKILL, SLOBBERIZED, CARNAGE, TRIPLE SLOB, DECIMATION, HEADSHOT SUPREME, SAVAGERY, BLOODBATH, MERCILESS, METAL RAIN, PANDEMONIUM. Giant center-screen text pop with scale+fade, camera bump. Reset combo counter after the callout. MUSIC: Continuous driving arcade loop via a 32-step sequencer at 152 BPM in E minor — bass (square/saw), lead riff, kick (filtered noise burst + sine drop), snare (band-passed noise), hi-hats (high-passed noise). Start on first user input (autoplay-policy compliant). Stop on game-over/win. PRANKS (the payoff — these are THE jokes): GAME OVER: The moment Aleck dies, IMMEDIATELY cut to a full black screen. No text, no UI, nothing. Silence music. Count the next 6 key presses (any key). On the 6th press, reveal: solid red background, huge white "LOSER" in Impact/condensed display font with wide letter-spacing, bottom subtitle "If you dare, metal jacket… (reload to retry)", and a hurricane-siren sweep (sawtooth sweeping 200→1500 Hz, 4 s). Player must reload browser to restart. WIN: When the level timer completes, IMMEDIATELY freeze to a full white screen. Silence music. Count 6 key presses. On the 6th reveal: blue background, huge white angelic "LOSER", subtitle "The 'Double FREE CREDIT Slob™' function was never implemented. Reload the browser to start again. You magnificent slob." Same siren. Reload required. POLISH: CRT scanlines overlay, vignette, subtle CRT glow, camera shake on impacts, particle systems for sparks/smoke/casings/blood/flash/starburst, bullet tracers, muzzle flashes, landing dust, wheel sparks. Everything procedural. Single HTML file, opens locally, no network, no libraries.

1 upvotes3 months ago
Open cabinetGo >
tactical-shooter
1
Tactical Shooter thumbnail
Meta Muse Park Live
Mobile

Tactical Shooter

by singularity_steward

yo can you build me a 2D top-down shooter? i want it dark city vibes — like a tactical map with buildings you can hide behind, neon cyan player with a glow and a little gun barrel that points where you aim, red enemies same style. make sure the whole play area stays centered in the browser, not stuck to the left when i go fullscreen. put a start screen first with a DEPLOY button. level 1: 500 enemies level 2: 250 enemies level 3: boss fight add pickups that drop when you kill stuff and you can walk over them to collect: medkits, 15% drop chance, +50 HP ammo crates, about 10% drop, gives +50% fire rate for 10 seconds for the boss: give him 20,000 health, make him slow but he shoots aggressive and fast. his bullets do 50 damage each. give me 500 health for the boss fight. also make him throw grenades/bombs every 6-8 seconds, 2 second fuse with a timer ring, if you're in the blast it's instant death so you have to run. controls: wasd to move, auto-aim and auto-shoot. for mobile add a simple d-pad (up down left right only) and make it hideable — put a little 🎮 button top right to toggle it on/off, and remember it. auto-show it on phones, hide on pc by default. when i beat the boss show YOU WIN then take me back to the start screen so i can play again. thats it haha, keep it simple and clean.. Full Disclosure: The game went through a series of iterations to come out cleaner: thats why I ddnt tick the 2nd checkbox below ;)

1 upvotes3 months ago
Open cabinetGo >
gpu-burner-simulator
0
GPU Burner Simulator thumbnail
Muse Spark (thinking) Live
Mobile

GPU Burner Simulator

by iwanthello

Make a game about burning GPU (give multiplication calculation to GPU simulation until they burned to simulated the massive computation). And give player some options of high-cost GPUs, such as RTX 5090, H200, and another high-cost GPUs. Give they options to make custom GPU, to make custom specifications like "MPM" (FLOPS replacement, the "Multiplication per Minutes"), and "Fan speed RPM" (which is to cooling the GPU). The gameplay is player send to this game some bunch of multiplication, until the temperature hit 100°C from initial. Every 1 minutes, the temperature is heater (MPM spec substract by Multiplication sended in this minutes), but the temperature is cooler because the "Fan Speed". Add some interesting features if needed. Make it in single HTML file. And I want it add interface to send manual multiplication (interface like calculator, but the button is just 0-9, multiplication, and equal). And, down to the MPM from thousands to just tens and hundreds. Add score system, but make the auto spam doesn't effect the score. Currently, the GPUs name is just affect the name, make it effect the spec too. And use real multiplication (not just equal then go away), count it, and show it to that calculator interface. And, make the GPU visualisation follow the original selected GPU visualisation (but simplified). [FEEDBACK:] Why is the time doesn't working? The time always 00:00 and status always Idle [FEEDBACK:] Good! Now, fix the fan's propeller animation. It's just broken, it's too big. [FEEDBACK:] Still wrong. I think it's because you set wrong center.

0 upvotes3 months ago
Open cabinetGo >
signal-breach
1
Signal Breach thumbnail
Claude Sonnet 4.6 Live
Mobile

Signal Breach

by Algorithm_iRacer

I used the following prompt to work through a series of questions to produce this game, this is not a one shot, i think this is on v4 at this point. <role> You are a game developer and creative coding expert with experience building lightweight, browser-based HTML games for viral challenges and constrained environments. You think in terms of tight constraints, creative mechanics, and delivering fun, replayable experiences within a single self-contained file. </role> <instructions> 1. Ask clarifying questions ONE AT A TIME: - Game genre (platformer, endless runner, puzzle, shooter, etc.) - Target difficulty (easy, medium, chaotic/hard) - Preferred art style (pixel, neon, minimalist, meme-heavy) - Input priority (mobile-first, keyboard-first, etc.) - Desired win condition or gameplay loop Ask ONLY ONE question at a time and wait for the answer before proceeding. 2. Do NOT generate the game until ALL required inputs are gathered. 3. Generate a COMPLETE single-file `.html` game template that includes: - HTML structure - Inline CSS (no external stylesheets) - Inline JavaScript (no external scripts) - Self-contained assets (no remote images, fonts, or audio) 4. Enforce CORE GAME RULES: - Every gameplay loop MUST include: • A neon skateboard (visual or gameplay element) • A GPU pickup (collectible, power-up, or objective) - These elements must: • Be interactable OR • Be part of the win condition OR • Be hidden/discoverable with feedback 5. Enforce INPUT SUPPORT: - Must support: • Keyboard (arrow keys / WASD) • Mouse or touch input - Mobile-friendly design is REQUIRED: • Touch controls or tap interactions • Responsive canvas or layout 6. Enforce HARD CONSTRAINTS: - Output MUST be: • A single `.html` file • Under 2 MB (keep code efficient and minimal) • Fully self-contained (no external assets or APIs) - NO: • Explicit content • Hate content • Malware or suspicious behavior • Crypto wallets or scam flows • Use of protected IP (no Mario, Pokémon, Zelda, Fortnite, etc.) 7. Include REQUIRED GAME STRUCTURE: - Game loop (requestAnimationFrame) - Player movement system - Collision detection - Score or progress tracking - Win/lose condition - Restart capability 8. Include FEATURE PERMISSION NOTE: - Add a comment block stating: • Game is AI-generated • Permission granted for featuring in videos, livestreams, and social content 9. Include SUBMISSION CHECKLIST (as comment in code): - Single `.html` file - Under 2 MB - No external assets - Includes neon skateboard + GPU pickup - Touch-friendly support 10. Prioritize: - Fun and clarity over complexity - Smooth gameplay loop - Mobile usability - Creative use of constraints (skateboard + GPU) 11. If requested scope is too large: - Push back and simplify the game concept - Recommend a smaller, achievable mechanic within constraints </instructions> <output> 1. Complete `.html` game file (fully functional, ready to run) 2. Brief explanation of: - Game mechanics - Controls - Win condition 3. Optional section: - Ideas for expanding the game while staying within constraints </output> <guardrails> Ask one question at a time · Do not proceed without answers · Keep file self-contained · Enforce skateboard + GPU requirement · Ensure mobile compatibility · Avoid scope creep · Keep code efficient and readable </guardrails>

1 upvotes3 months ago
Open cabinetGo >
devil-bird
0
Devil Bird thumbnail
Gemma4-31B Live
Mobile

Devil Bird

by jmy6969

create html based flappy bird game. Make the bird little look like a devil.

0 upvotes3 months ago
Open cabinetGo >
lobster-road
2
Lobster-Road thumbnail
Canvas-Creator Live
Mobile

Lobster-Road

by roboo_hood

Crossy road like challenge with a lobster that will test your timing, reaction speed, and strategic thinking as you navigate a dangerous dark web world filled with crashing waves, fishing traps, rocky reefs, shifting currents, and lurking robots. Dodge nets, slip between server, crawl across the river, and time your moves perfectly as you cross busy paths and unpredictable hazards.

2 upvotes3 months ago
Open cabinetGo >
disco-fever
0
Disco-Fever thumbnail
Claude Sonnet 4.6 Live
Mobile

Disco-Fever

by roboo_hood

Create virtual nightclub (first person view) where the beat never stops and the crowd never sleeps. Disco-Fever is a real-time disco simulator that blends immersive 3D environments, interactive dialogue, and dynamic music playback. Dance, socialize, and vibe in a neon-lit club. Talk to People: Chat with NPCs and engage with AI-driven clubgoers. Small talk, deep conversations, or playful banter. The NPCs have distinct personalities and context-aware responses.

0 upvotes3 months ago
Open cabinetGo >
velocity
1
Velocity thumbnail
GPT-5.4 Live
Mobile

Velocity

by Scirus

Velocity Game. Full html code in a code block with embedded css and js for a mobile optimized landscape oriented velocity game. Player starts as a semi minimalist vector shaped triangle sprite that constantly moves very fast in an infinite space. When holding the screen, they briefly slow down time allowing them to change direction on where they want to dash. Enemies are everywhere and are different types. Players kill them by dashing on them with crisp effects. Zoom in effects, shakes, crisp animations, sound fx, well made sprite, and other. Minimalist theme with no emojis. Camera must always follow player moving constantly so fast.

1 upvotes3 months ago
Open cabinetGo >