Arcade › Candy Climb
Control a small rounded blob that trails fading dots as it slides and bounces through tight candy-colored corridors. Weave past spinning red sawblades while collecting candy to climb higher and survive longer.
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Create a browser-playable top-down arcade survival game titled “Candy Climb.” Render it as a flat 2D-looking game using an orthographic camera over a square candy-colored arena; the camera follows the player so the player remains near the center, with a camera button that cycles between three orthographic heights/zoom levels. Use a pale creamy yellow playfield about 52x52 units, sprinkled with small flat confetti dots in pink, cyan, yellow, purple, green, and white. Surround the arena with dark teal outer boundary walls and fill it with a randomly generated sparse grid/maze of royal-blue horizontal and vertical wall segments, leaving tight corridors and gaps. Walls are flat rectangular strips lying on the ground and should visibly divide the arena into many small passages. The player is a small rounded yellow blob/circle named “Sam,” approximately 0.85 units radius, decorated with four tiny colorful confetti spots. Display the name label above it. Start the player near the lower/central portion of the field at approximately (0, 6). Movement is continuous sliding: support WASD and arrow keys, plus a visible translucent circular touch joystick in the bottom-left. While input is held, move at roughly constant speed in the input direction; when released, apply friction so the blob glides to a stop. The player collides with maze and boundary walls and bounces/rebounds off them with reduced velocity, rather than passing through. Leave a fading trail of small semi-transparent pink dots behind the moving player, capped at roughly 38 dots. Place seven dangerous red sawblades around the arena, initially randomized while avoiding the starting area. Each is a flat red circular blade with a faceted/octagonal center and five darker red rectangular teeth around its perimeter. Make each saw patrol smoothly around its spawn point using sinusoidal horizontal and vertical motion while its blade spins. Contact with a saw ends the run after a brief roughly 0.65-second grace period at the start. After about 15 seconds, gradually increase saw rotation speed; after 20 seconds, occasionally add up to two additional saws. Also spawn four non-player blob characters named Alex, Mia, Leo, and Zoe in bright green, red, cyan, and yellow. They are small flat circles with a few colorful confetti spots and floating white name labels. Have them move autonomously with randomized velocities, bounce off walls, occasionally change direction, and gently react to the player; colliding with one should bump/push the player and impart a brief outward velocity, but should not kill the player. Scatter 18 small flat pentagonal candy collectibles throughout the arena, colored cyclically pink, cyan, yellow, and purple. When the player comes within collection range, remove the candy, add 50 points, play a short high-pitched pickup sound, and respawn another candy after about 0.8 seconds at a random location. Keep the candy field replenished. The main objective is to survive as long as possible, travel around the maze, collect candy, and achieve a high score. Track elapsed survival time, score, total sliding distance, and a climb-style distance display based on the player’s z position; the HUD distance display should show the latter in meters, while the game-over summary should show total traveled distance. Build a clear overlay HUD. In the upper-left, show stacked rounded white translucent panels with a timer in MM:SS:hundredths format, “SCORE 0” (updating with candy), and a meters distance value. In the upper-right, show round white/colorful icon buttons for camera, emote, leaderboard, settings, and music. The emote button should briefly display a large random emoji such as 🎉, 😎, 🔥, ⭐, 💖, or 🌀 near the center and fade upward. The leaderboard button opens a small white panel listing Sam, Alex, Mia, Leo, and Zoe with distances derived from the current run. The settings button opens a small white panel with Music, Show trails, and Vibrant colors checkboxes plus Close; these are primarily presentational controls. The music button toggles a simple looping synthesized background tone and changes its button color. Put the translucent circular joystick at bottom-left. Before play, show a dark purple/black translucent full-screen start overlay with a large yellow “CANDY CLIMB” title with a pink shadow, a short instruction about avoiding red saws and climbing/traveling farther, a rounded pink start button, and a small control hint such as “WASD / joystick movement • bounce off walls.” Allow the start button, clicking the overlay, Space, or Enter to begin. Once started, hide the overlay and reset timer, score, distance, and velocity. On saw collision, freeze gameplay and display a centered dark translucent rounded “Game Over” panel with the run’s total distance, score, survival time, and a pink “Play Again” button that resets the arena and starts a fresh run. Keep the visual style deliberately bright, simple, flat, and arcade-like: pale candy-cream ground, royal-blue maze bars, dark teal border, saturated red saws, colorful dots, and clean white UI panels; no realistic lighting or 3D perspective is needed.