You don’t need to build the whole 3D scene at once. This recipe starts with a playable 2D catch-and-counter prototype: real ammunition, real hits, one upgrade and one boss.
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Read the full Starter recipe
Build your own original browser arena prototype, inspired by COUNTERFORGE, an original Vibe1Up game. Choose a new name for your build. The hook: enemies bring the ammunition; you catch it and fire it back. Deliver a complete, playable single self-contained index.html using 2D Canvas, CSS and plain JavaScript, with no libraries, runtime CDN, backend, login or paid assets. This is a simplified learning prototype, not a recreation of the featured 3D game's art.
CORE LOOP
- Fit the arena and controls in one phone viewport without page scrolling. Use a dark steel floor, a cyan mech, amber capturable rounds, red heavy rounds and bright mint returned shots. Use simple original shapes, readable silhouettes and clear wind-up cues.
- Move with WASD/arrows or a left-thumb joystick. Hold Space or the right-thumb button to raise a circular magnetic field. Capture amber rounds that actually enter that field: remove each hostile round and store it in a visible bank, capped at 10.
- Release to launch the bank as real projectiles toward the nearest living enemy. Deal damage only when a returned projectile makes a collision; never award damage or points just for pressing the button. Empty release does nothing.
- Start with 6 armor. Red heavy rounds bypass the field; dodge them. Show a short damage-invulnerability window so one hit is not counted every frame.
- Heat rises while holding and with each capture. At 100%, dump the bank, visibly overload, and disable capture for 2 seconds. Releasing early cools the field. Display bank, armor and heat without covering the action.
ONE FINISHABLE ENCOUNTER
Start with three stationary sentries that telegraph aimed amber volleys; stagger their attacks. After they fall, spawn a collectible core. Touching it attaches a visible second barrel and doubles the returned projectiles. Then spawn one captain with two destructible gun pods. Defeat the pods before the core. Red heavy shots are clearly telegraphed and never capturable. Show victory or defeat, score, biggest bank, and a replay button. Do not add currencies, shops, logins or extra levels.
CONTROL AND RELIABILITY RULES
Run simulation at a fixed 60 updates/second, independent of rendering speed. Track independent pointer IDs with pointer capture: lifting either thumb must not end the other thumb's action. A pointer cancel, lost focus, tab hide, pause or resize must clear held input WITHOUT firing a stored bank. Pause on tab hide and require an explicit Resume. Provide Start, Pause/Resume, Restart and optional sound toggle; audio starts only after user interaction. Save best score locally, but continue normally if storage is denied. Support reduced motion and keep touch targets at least 44 CSS pixels.
DELIVER AND CHECK
Return the entire working file, a short controls guide and a truthful list of checks actually run. Check real capture/removal, release/collision damage, empty release, overload, red-heavy damage, both finger-release orders, cancelled-touch no-fire, pause/resume, upgrade, boss progression, victory/defeat and replay. Start readable and fair. If something is not tested, say so. Make this core playable before adding visual polish.
Starter recipe · written by Vibe1Up. This prompt is not independently reproduced in a fresh AI-builder session. It is a learning brief, not the featured game’s source or a promise of the same 3D result.
Copy the core recipe. Start a fresh project in your AI coding tool. Paste it once; let the tool finish the playable file.
Run the game. If your tool returns an HTML file, save it as index.html and open it in a current browser. Otherwise use the tool’s preview.
Try the important moments. Catch amber rounds, release a bank, dodge red, overheat, pause and replay. Try both thumbs at once. Fix a missing rule before adding features.
Make one change. Use one follow-up below, play again, and keep the version that feels better.
Then make it unmistakably yours.
Upgrade the look
Keep the working rules. Add the steel-and-neon spectacle.
Read visual follow-up
Keep the working prototype’s simulation, controls and balance unchanged. Replace only the renderer with a locally bundled Three.js orthographic isometric scene: an original articulated hard-surface mech, a dark industrial arena, destructible cover, cyan magnetic catch rings, amber hostile rounds, red heavy rounds and bright mint returned fire. Animate leg gait, recoil and the second-barrel attachment. Make captain pods and remaining armor readable. No borrowed game art, remote runtime CDN, bloom dependency or extra systems. Cap resolution, pool effects, add a low-quality setting and respect reduced motion. Preserve real collisions and accurate screen-to-world steering. Re-run the existing checks after the renderer swap; disclose any checks not run.
Change one rule
Make a sharper risk/reward choice—not a bigger feature list.
Read remix follow-up
Change only one catch-and-counter rule in my prototype: a precisely timed catch during the first 0.2 seconds of raising the field banks a powered round. Give it a visibly different shape, make its returned collision deal double damage, and show a brief PERFECT CATCH cue. Ordinary catches still work. Add checks for the timing boundary, real bank consumption, actual returned collision damage and cancelled-touch no-fire. Keep everything else unchanged. If timing is unreliable on a phone, fix that before adding more mechanics.
Before you share your build
Catch and release change actual projectile state—not just a counter.
Each thumb works independently. Cancelling a touch never fires.
Overload, red rounds, upgrade, boss pods and replay behave as described.
The controls fit a phone and the game pauses when you leave the tab.
Your name, art and sound are your own or properly licensed.
The featured game has browser checks; that does not verify this recipe or certify a physical device. These follow-ups are untested learning prompts, too.