Arcade › Brain Kraze
A FUN INTERCTIVE MATH GAME. FOR AGES 4 - 18.
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Remix Brain Kraze opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate a colorful, kid-friendly educational arcade game titled “Brain Kraze” (the play screen brand reads “KRAZE”; the start dialog says “Brain Kraze,” and the math mode is called “Math Kraze”). It should run full-screen in a responsive browser canvas with a pale warm yellow background and soft, rounded UI. Use a bold rounded sans-serif style, bright candy colors, thick outlines, white highlights, subtle shadows, and large readable text suitable for children. The game has two selectable modes: Math Kraze and Word Kraze. At startup, show a centered modal card over a dimmed/blurred game screen. The card is white with a thick cyan rounded border, a soft blue drop shadow, and a large coral/pink heading with a yellow offset shadow reading “Brain Kraze” (or “Math Kraze!” in the math presentation). Below it, explain that the player chooses a game, profile, and learning range. Provide mode buttons: blue “🔢 Math Kraze” and orange “🔤 Word Kraze,” with the selected mode outlined in yellow. Provide profile selection cards, initially including a default “CREATE ACCOUNT”/Kid 1 profile, plus a text field and “Create Account” button. Show the selected profile and six large, colorful age buttons: “Ages 4–6” pink, “Ages 7–8” cyan, “Ages 9–10” green, “Ages 11–13” purple, “Ages 14–17” orange, and “College Level” teal. Clicking an age starts a new 20-question round and closes the modal. During play, display a full-screen dark/slate-gray rounded rectangular play area occupying roughly the central/lower portion of the screen. At the top-left show the coral “KRAZE” brand, the active profile and age range, and the current mode. At the top-right show “Points,” a large blue score, and counters for stars and stickers. Center a large white rounded question panel with a thick gold border and gold bottom shadow near the upper portion of the play area. In Math Kraze, questions are simple arithmetic expressions such as “3 + 4 = ?”, using + and − for younger ages and increasingly larger values, with multiplication sometimes appearing at older ages. In Word Kraze, show prompts like “Spell it: C _ T” or a picture emoji clue plus a word with one missing letter; use age-appropriate word lists. Beneath the question, show “Question X of 20” and a compact timer/round-information strip. At the very top center, show a level progress label and a thin progress bar with a pink-to-yellow-to-green fill; label it like “Level 1/5 · 0 / 5,000 problems” for the youngest range. The number of levels varies by age (5 for ages 4–6, 7 for ages 7–8, and 10 for older ranges), and the progress system advances in large problem-count increments as correct answers are made. The core interaction is to aim at and blast the block containing the correct answer. Present nine large rounded answer blocks in a 3-by-3 grid, with small gaps between them. Each block has a candy-colored vertical gradient, rounded corners, and bold white centered text: math answer numbers in Math Kraze or individual letters in Word Kraze. One block contains the correct answer and the others are generated distractors. Draw a white circular targeting reticle over the current aim location. Support keyboard arrows or WASD for aiming and Space/Enter to blast; support a connected gamepad’s left stick/D-pad for aiming and A for firing. The gamepad should navigate menu controls and move through the 3-by-3 answer grid. On a correct hit, remove the block, add 100 points and one star, occasionally add a sticker after every five correct answers, play a positive tone, and emit a large burst of yellow celebratory particles from the destroyed block. Increase difficulty after a streak of three correct answers. On an incorrect blast, leave the block in place, reduce difficulty, reset the streak, and play a low error tone. Each round ends after 20 questions. Show a celebratory full-screen overlay with a pale translucent background, a white rounded card with a cyan border and shadow, trophy/confetti symbols such as “🎉🏆,” the heading “Awesome!”, a message like “Math round complete · 20/20 correct · 2000 points,” and a blue “Continue” button that starts another 20-question round. Maintain player data in local storage: profile name, selected age and mode, score, stars, stickers, level progress, difficulty, best streak, and unlocked collectibles. Include top-right action buttons during gameplay: purple “🎒 Album,” blue “💾 Save,” and green “📂 Load.” Include a bottom hint strip reading “LEFT STICK / ARROWS AIM · A / SPACE BLAST · START ALBUM.” The Album opens as a large centered white panel with a thick purple border and rounded corners over a blurred pale overlay. It has a “Reward Album” heading, a close button, category tabs “All,” “Common,” “Rare,” and “Ultra Rare,” a grid of reward cards, and a large preview area on the right with a floating emoji/icon. Locked cards show a lock and “Locked reward”; unlocked rewards can include First Star ⭐, Word Wizard 🔤, Block Burst 💥, Rainbow Badge 🌈, Speed Crown 👑, Level Medal 🏅, Golden Crown 👑✨, Math Wizard 🧙, Rocket Sticker 🚀, and Star Shower 🌠. Cards show rarity, and selecting one displays its name and how it was earned. Unlock rewards based on actual play milestones such as earning a first star, answering five word puzzles, blasting five correct blocks, scoring 16 in a round, completing a level, getting all 20 correct, reaching College Level, scoring 1,000 points, or collecting 25 stars. Keep all interface elements rounded, colorful, high-contrast, and playful, with gentle animation: answer blocks should subtly bob, the reward preview should float, and correct answers should have an energetic particle burst. The layout must adapt to mobile and desktop screens, preserving the large touch-friendly buttons and readable question text. Do not add unrelated enemies, weapons, scenery, or gameplay systems: the visible play is specifically a math/word question followed by aiming at one of nine answer blocks and blasting it.