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Bug Sprint was built by Quinn Curry with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Bug Sprint 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 playable game titled “Bug Sprint,” a fast coding-simulator survival/score game set in a stylized Three.js sci-fi workstation. Use a third-person/front-facing perspective looking across a large dark desk toward a floating widescreen monitor. The camera sits around (0, 4.5, 9), gently sways side to side and bobs; the monitor subtly rotates and floats. The scene uses a cool blue/navy palette: dark blue background and fog, bright cyan lighting, cyan/teal glow, and readable translucent dark HUD panels over the 3D scene. Include a broad rectangular desk with a thin cyan-lit top edge, a dark monitor stand and round base, a large black monitor frame with a luminous screen, a low rectangular keyboard in the foreground made from four rows of individual dark keys, and an orange/tan cylindrical coffee mug with a pale rim and handle on the right side. Fill the background with small drifting cyan particles/stars and several faint translucent blue hologram panels that slowly bob and rotate. On successful submissions, make the keyboard keys pulse/wave with emissive cyan light and briefly flash the monitor; on failures, flash the monitor red/dark red. Keep the simple low-poly/material-based 3D look and high-contrast neon sci-fi lighting shown in the reference. The game loop is a 90-second shift. At the start, show a full-screen dark translucent centered overlay titled “Bug Sprint,” labeled “Coding Simulator,” explaining that the player is the last dev online and must clear tickets by typing missing JavaScript, build streaks, and spend commits on tools. Include bullets: type only the missing code, correct answers build streaks and bigger payouts, and three bugs implode the sprint. A “Start Shift” button begins the run. When the run ends, show a centered “Sprint report” overlay with a result title such as “Build shipped,” “Deadline missed,” or “Repo on fire,” final commits, tickets solved, best streak, skipped count, and a “Run Another Shift” button. Overlay the 3D scene with a responsive HTML HUD. At the top, show four translucent rounded stat cards: Commits, Time Left, Streak, and Bugs, initially 0, 90s, x0, and 0 / 3. At the bottom, use a two-column layout that collapses to one column on smaller screens. The left “Ticket Queue” panel displays the current ticket title, difficulty (Warmup, Ship it, or Crunch), a natural-language prompt, and a dark monospace code card with the code before and after the missing fragment on separate numbered lines. Below it provide a multiline answer box where the player types only the missing JavaScript, a list of visible test cases, and buttons “Run Test Suite,” “Skip Ticket,” and “Ask AI Hint.” Show colored feedback messages for success, warning, and failure. Let Ctrl+Enter or Cmd+Enter submit from the answer box. Include a right “Upgrade Rack / Studio tools” panel with a release meter and four purchase buttons: “Autocomplete — 60” unlocks hints for every ticket; “Coffee — 50” adds 20 seconds; “Lint Bot — 80” absorbs/blocks the next failed submission; and “Macro Pad — 120” doubles future commit rewards. Disable purchases when unaffordable or already owned as appropriate, and disable hints until Autocomplete is purchased. The release meter is a cyan-to-green progress bar. Implement the exact core rules: begin each shift with 90 seconds, zero commits, zero streak, zero bugs, no shield, reward multiplier 1, no upgrades, and zero release progress. The run ends when time reaches zero or bugs reach 3. A successful answer awards round(20 + current streak * 8) commits, then increments the streak and solved count, updates max streak, and increases release progress by 8 + streak * 1.2 up to 100. If release progress has reached 100 when the timer expires, frame the outcome as “Build shipped”; otherwise use “Deadline missed.” A wrong nonempty answer consumes a bug and resets the streak; a skipped ticket also consumes a bug, resets the streak, and decreases release progress by 6 (not below zero). A Lint Bot shield consumes itself instead of adding a bug on the next failure. Three bugs ends the run as “Repo on fire.” Empty submission only displays “Type the missing code first” and does not add a bug. Correct feedback should say “Tests passed. +N commits”; skipped/failed feedback should clearly indicate bug debt or test failure. Use a pool of these JavaScript tickets, selecting a random ticket and avoiding the immediately previous ticket: Double the input (return n * 2), Trim the username (name.trim()), Promote the player (score >= 100), Loop patch (i++ or i += 1), Add item cost (+= or equivalent accepted form), Unpause movement (!isPaused or equivalent accepted boolean check), Detect empty array (length === 0 or equivalent), Pick the larger score (Math.max(a, b)), Uppercase broadcast (toUpperCase()), Safe user lookup (user && user.id or user?.id), Filter only active quests (quest.active or explicit true check), and Fallback name (playerName || 'Guest'). Normalize whitespace and trailing semicolons when checking accepted answers, and show each ticket’s prompt, partial code, tests, and optional hint text. The monitor screen should independently render a compact live status display: BUG SPRINT, current ticket title, time, commits, streak, bugs/3, shield, reward multiplier, a release progress bar, and “Type the missing code in the HUD console” while active or “Press Run Another Shift” after game over. Keep the game interactive and playable with mouse/touch buttons and keyboard typing. Maintain game state for started/gameOver/paused, score, timeLeft, streak/maxStreak, bugs and bug limit, solved/skipped, shield, multiplier, upgrades, current challenge, and releaseProgress; expose equivalent getGameState/setGameState hooks if supported by the environment.