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Create a responsive browser-based anime-themed incremental/clicker RPG called “Anime Ascension.” The presentation is a dark neon mobile-friendly dashboard: deep navy/black radial-gradient background, indigo panels with rounded corners and thin blue borders, gold/cyan/pink accent colors, glowing gradients, and bold geometric display fonts. On a narrow phone viewport, the app is a centered vertical interface. At the top show a gradient square ¥ sigil, the title “Anime Ascension,” subtitle “Click. Summon. Rebirth. Become iconic.”, and four compact stat cards for Yen, Yen/sec, Rebirths, and Ascension shards. Below is a horizontally scrollable pill-tab navigation with Clicker, Summon, Collection, Skill Trees, Adventure, Raids, and Dev views; only one view is visible at a time. Core loop / Clicker view: show a two-column layout on desktop and one column on small screens. The main hero panel is labeled “POWER CORE • Tap to generate yen” and contains a large animated glowing circular power core: a yellow-white center fading through orange and hot pink into purple, with a ¥ symbol, pulse animation, and subtle decorative “✦ 影 ✦” text. Clicking either the core or the “STRIKE! +N yen” gradient button gives yen and experience. Display an Ascension XP progress meter from 0/100; every 100 XP increases level, while yen grants 0.08 XP. Yen/sec is automatically accumulated in small ticks. The starting state is 0 yen, level 1, 0 rebirths, 0 shards; the player begins owning and equipping the first generated Common style, “Street Brawler Alpha-01,” and owning the first generated Common attack, “Pocket Comet Alpha-01.” Beside the core, show an “Ascension Dashboard” explaining the production engine and reset loop. Display the current multiplicative bonus (initially x1.00), the rebirth requirement (initially 1,000 yen), and an Ascend button. Ascending/rebirthing resets yen and XP but preserves collections and increases rebirth count; it awards at least one shard using floor(sqrt(current yen / requirement)), with requirement doubling each rebirth (1000 * 2^rebirths). Rebirth multiplier is 1 + 0.35 per rebirth. Include Save run and New run buttons plus a scrolling activity log. Save all progress in localStorage under an animeAscensionSave key and restore it on load. New run/reset asks for confirmation. Summon view: provide two colorful crate cards, Style Crate (base cost 80 yen) and Attack Crate (base cost 200 yen), each with an emoji icon, explanation, quantity input from 1 to 500,000, and Summon button. Bulk cost is floor(base cost * quantity * (1 + min(1.5, quantity/100000))). Style summons add fighting styles to the collection; attack summons add raw attacks. Show “Pity: every 100 rolls guarantees Rare+” (or every 75 after the relevant skill is unlocked), a 14-entry rarity table, and a result log. Rarities, colors, and base probabilities are: Common 52% (#b6bfd4), Uncommon 22% (#75e39a), Rare 12% (#55b7ff), Epic 6.5% (#b681ff), Legendary 3.5% (#ffd45a), Mythic 1.8% (#ff8a54), Divine 0.9% (#fff1a8), Celestial 0.45% (#7ff8ff), Eternal 0.23% (#ff75d1), Transcendent 0.11% (#cda0ff), Sovereign 0.045% (#ff616f), ??? 0.012% (#ffffff), Iconic 0.003% (#ffde52), and Singularity 0.00000005% (#9df7ff); each rarity contains 100 generated items. Every pity roll guarantees at least Rare. Summoning should open a full-screen starry “STYLE GATE” or “ATTACK GATE” overlay with a pulsing glowing orb, best rarity announcement, up to 12 reveal cards, animated progress bar, and a Reveal now button; automatically close after about 2.8 seconds. Generate style names from the seed list Street Brawler, Wind Step, Blade Dancer, Tide Fist, Thunder Monk, Dragon Breath, Void Walker, Star Swordsman, Time Splitter, Heaven Breaker, combined with flair names Alpha, Zero, Prime, Nova, Rift, Pulse, Crown, Phantom, Apex, Mirage and a numbered suffix. Styles have emoji by rarity (🥊, 🌪️, 🗡️, 🌊, ⚡, 🐉, 🌑, ⭐, ⌛, ☄️, 👑, ❔, 🔥, 🌀) and rarity-dependent effects: Common click, Uncommon speed, Rare crit, Epic and Legendary yen, Mythic crit, Divine auto, and the highest tiers all-yen effects. Generate attacks similarly from Pocket Comet, Gale Cutter, Spirit Lance, Moon Fang, Thunder Roar, Dragon Nova, Void Prison, Starfall, Time Erasure, Heaven Beam. Attack base damage by rarity is [12,18,26,38,56,82,120,175,255,370,540,800,1200,5000], multiplied by (1 + item index * .012). Collection view: show “styles owned / total styles • attacks owned / total attacks,” with card grids. Each style card shows emoji, generated name, colored rarity tag, owned count, and Equip button; exactly one style is equipped. Each attack card shows emoji, name, rarity, damage, owned count, and a Slot attack button. Allow up to four attack slots; selecting an attack fills the first empty slot, or replaces slot 1 if all are full. Skill Trees view: two panels, Yen Skill Tree and Rebirth Skill Tree, with shard count and three-column cards (two columns on narrow screens). Skills must have prerequisites and be purchased with permanent ascension shards. Yen skills: Coin Spark (2, click power +25%), Market Sense (3, requires Coin Spark, yen production +25%), Rapid Hands (4, requires Coin Spark, auto yen +4/sec), Critical Mint (5, requires Market Sense, crit chance +10%), Golden Loop (7, requires Rapid Hands, all yen gains +35%), Money Storm (10, requires Golden Loop, all yen gains +60%). Rebirth skills: Soul Memory (2, rebirth multiplier +15%), Shard Finder (3, requires Soul Memory, rebirth shards +35%), Pity Engine (4, requires Soul Memory, pity every 75 summons), Raid Hunter (5, requires Shard Finder, raid damage +35%), Ascendant Luck (7, requires Pity Engine, rare odds +20%), Eternal Cycle (10, requires Raid Hunter, rebirth rewards +80%). Show locked, available, and unlocked button states. Adventure view: display an “Adventure Arena” with an Ascendant player fighter (🧍♂️), power readout, and an enemy fighter with a large emoji, name, and HP bar. Start with Training Oni 👹 at 100 HP. The Next enemy button spawns an enemy based on rebirths + level from Training Oni, Rogue Exorcist 🧿, Moon Beast 🐺, Demon General 😈, and Celestial Tyrant 👺; enemy max HP is 100 * 1.45^(rebirths + level), capped to the name tiers. Show four attack-slot buttons with attack name, emoji, and damage, or Empty / Choose in Collection. Using an attack applies floor(attack damage * current multiplier); if the enemy survives, it counters for floor(enemy max HP * .06) yen, never below zero. On victory, award floor(enemy max HP * 2 * multiplier) yen, log the result, and spawn the next enemy. Include a battle log. Raids view: show “Raid Boss: Eclipse Sovereign,” a 🌑 boss, timed HP bar, Ready/seconds/Claimed timer, Start Raid, Use best attack, and Claim reward buttons. Starting a raid sets HP to floor(3000 * 1.6^(rebirths + level/2)), reward to floor(max HP * 3), and a 90-second expiration. Use the strongest owned attack to damage it, multiplied by current bonuses and by 1.35 if Raid Hunter is unlocked. On defeat, increase reward by 25% and allow claiming; claiming adds yen and shards equal to max(1, floor(reward/5000)). Expired or already claimed raids cannot be used. Log raid events. Dev view: include a clearly labeled local testing panel with buttons for +1,000,000,000 Yen, +10,000 Shards, Unlock all skills, Fill collection, Max test account, and Reset save, with a log. Include small toast notifications for purchases, drops, saving, rebirths, and errors such as insufficient yen. Use hover/lift states, glowing borders, animated core/orb, responsive grids, and scrolling battle/log areas. Keep the visual tone as polished anime gacha/ascension UI rather than an actual illustrated combat scene; the game is primarily a single-page interactive dashboard with emoji avatars and generated collectible names.