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ULTIMATE ARCADE Metal Slop Tactics

METAL SLOB xIA โ€” single-file browser arcade build prompt GOAL: Complete playable 2D side-scroll run-and-gun as ONE self-contained HTML file โ€” no build step, no external assets, no images, no libraries. 1990s arcade homage, 100% original art/audio (no copyrighted names/sprit...

by .normal.man.published Apr 21, 20260 upvotes
Remix Kit

ULTIMATE ARCADE Metal Slop Tactics

Built with Kimi K2.6

METAL SLOB xIA โ€” single-file browser arcade build prompt

GOAL: Complete playable 2D side-scroll run-and-gun as ONE self-contained HTML file โ€” 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" โ€” 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, "โ˜… INSERT COINS โ˜…" 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 โ†’ RIGHT or D โ†’ SPACE. Each correct step lights an indicator + plays a coin-clink. After the 3rd correct key, start a 5-second countdown (5โ€ฆ4โ€ฆ3โ€ฆ2โ€ฆ1). 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 โ‰ˆ 2.5 min, no boss required):
SETTING: Top of a speeding train. World auto-scrolls, Aleck stays roughly centered. Triple parallax: (1) far โ€” night-to-sunset sky gradient, stars, mountains, clouds at ~0.05x; (2) mid โ€” dystopian industrial buildings with randomly lit windows + smokestacks at ~0.3x; (3) foreground โ€” 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 ๐Ÿš‚ icon traveling leftโ†’right as level completes.

CONTROLS: Arrows or WASD move; Space = jump (instant, no cooldown, gravity ~1800 px/sยฒ); 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 (10ร— an enemy's ~24โ€“32 HP so Aleck is a tank). HP bar top-left, labeled "ALECK BLACK โ€” HP". Invulnerability 0.5 s after taking a hit. At HP โ‰ค 0 โ†’ GAME OVER sequence.

ENEMIES: Disguised alien soldiers โ€” 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) โ€” 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 โ€” 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 โ€” 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 ~85โ€“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 โ€” 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 โ€” 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 jacketโ€ฆ (reload to retry)", and a hurricane-siren sweep (sawtooth sweeping 200โ†’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 Slobโ„ข' 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.

No shared chat link was submitted for this game.

Open Player
Build Prompt

METAL SLOB xIA โ€” single-file browser arcade build prompt GOAL: Complete playable 2D side-scroll run-and-gun as ONE self-contained HTML file โ€” 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" โ€” 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, "โ˜… INSERT COINS โ˜…" 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 โ†’ RIGHT or D โ†’ SPACE. Each correct step lights an indicator + plays a coin-clink. After the 3rd correct key, start a 5-second countdown (5โ€ฆ4โ€ฆ3โ€ฆ2โ€ฆ1). 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 โ‰ˆ 2.5 min, no boss required): SETTING: Top of a speeding train. World auto-scrolls, Aleck stays roughly centered. Triple parallax: (1) far โ€” night-to-sunset sky gradient, stars, mountains, clouds at ~0.05x; (2) mid โ€” dystopian industrial buildings with randomly lit windows + smokestacks at ~0.3x; (3) foreground โ€” 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 ๐Ÿš‚ icon traveling leftโ†’right as level completes. CONTROLS: Arrows or WASD move; Space = jump (instant, no cooldown, gravity ~1800 px/sยฒ); 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 (10ร— an enemy's ~24โ€“32 HP so Aleck is a tank). HP bar top-left, labeled "ALECK BLACK โ€” HP". Invulnerability 0.5 s after taking a hit. At HP โ‰ค 0 โ†’ GAME OVER sequence. ENEMIES: Disguised alien soldiers โ€” 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) โ€” 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 โ€” 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 โ€” 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 ~85โ€“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 โ€” 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 โ€” 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 jacketโ€ฆ (reload to retry)", and a hurricane-siren sweep (sawtooth sweeping 200โ†’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 Slobโ„ข' 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.