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Arcade › Colorless Night
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Remix Colorless Night 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.
Create a top-down 2D horror exploration game titled “Colorless Night,” rendered on a responsive HTML canvas with a dark, nearly colorless arcade/fun-center aesthetic. The playfield is a fixed 900x720 map scaled to fit the viewport and centered against a black background. Build five connected rooms with dark blue-gray floors and outlined walls: LOBBY at the upper left (40,40,300x220), PRIZE ROOM at the upper middle (360,40,220x220), ARCADE HALL at the lower left (40,300,300x220), DINING in the lower middle (360,300,220x220), and KITCHEN at the lower right (600,300,260x220), joined by an ARCADE HALLWAY between the lobby and arcade hall. Use thick dark walls with gaps containing three interactable doors: Dining door, Kitchen door, and Prize door. Doors are red when closed and green when open, labeled E/OPEN; the player can approach and press E to open or close them. Enemies can automatically open doors while pursuing. The player is a small pale circular avatar with a blue outline, starting in the lobby around (180,150), with 3 health. Move with WASD or arrow keys; include optional on-screen directional buttons on small/mobile screens. Press L to toggle a forward-facing pale flashlight cone; the flashlight battery slowly drains and, when empty, turns off. Press F near one of five brown closet/locker boxes to hide or leave; the avatar becomes brown while hidden. Hiding generally prevents the chicken and burger enemies from seeing the player, but Double Trouble can detect a hidden player who moves nearby, and Angry Fries can still affect the player. The main objective is to collect six glowing pale-blue/white diamond-shaped power cells distributed through the rooms at these positions: lobby (150,120), arcade hall (270,420), dining (440,420), kitchen (720,420), prize room (760,170), and prize room (460,150). Cells disappear and count as collected when the player or one of the roaming friendly bots comes within collection range. Show a fixed HUD at the top: “OBJECTIVE: Find power cells (0/6)” on the left and “HEALTH: 3” on the right. At the bottom, show the controls hint “WASD / ARROWS MOVE · L FLASHLIGHT · F HIDE IN BOXES” and a horizontal flashlight battery bar. After all six cells are collected, activate a breaker/console in the area near (770,275), visually represented as a gray block with a small red indicator, and enter a boss-escape phase. The hint should change to “BOSS ESCAPE · DOUBLE TROUBLE IS FAST · REACH THE EXIT”; Double Trouble’s speed increases substantially and an approximately 18-second escape timer is shown in the objective HUD. The exit is a red horizontal sign labeled EXIT near the top-left lobby around (125,55). Once all cells are collected, reaching the exit area near (x<230,y<90) wins the game and changes the objective to “YOU ESCAPED.” Populate the fun center with six small colored circular bots labeled ChatGPT Bot, Friend Bot, Normal Bot, Dumb AI, Bob, and Greg. They autonomously move toward remaining cells, collect cells, avoid nearby dangers with distinct simple behaviors, and open doors near themselves. They should be visible as small colored dots with short labels. Include three threats: Chicken Leg, a brown/orange chicken-like creature around the arcade hall that patrols and pursues the player when within line of sight, damaging the player on contact; Double Trouble, a wide brown burger-like monster around the kitchen that patrols, pursues the player when it has line of sight, and causes an immediate burger jumpscare on contact; and Angry Fries, which appears after roughly 30 seconds near dining/kitchen, moves in a looping path, can teleport/reset the player and stun them on contact, and occasionally creates a dangerous ketchup state that stuns a nearby player. Chicken contact reduces health, with a red damage flash; at zero health trigger a chicken jumpscare. Double Trouble can also trigger the jumpscare during the escape if its timer expires. Use simple canvas-drawn shapes matching the code’s style: dark rooms and walls, brown wooden boxes with tan outlines, glowing pale-blue square/diamond power cells, a red EXIT sign, colored bot circles and labels, and stylized monsters with white eyes and black pupils. Chicken Leg should be an orange/brown upright chicken silhouette with a round head and body; Double Trouble should be a brown burger with dark filling layers and a face; Angry Fries should be a brown carton-like shape with yellow fry sticks and a face. Add occasional brief full-screen dimming/blackout events for atmosphere. Use short synthesized beeps for collecting cells, opening doors, damage, and major events if audio is available. Start with a centered dark translucent title card over the map reading “COLORLESS NIGHT,” explaining that this is a top-down 2D horror mode in an abandoned connected fun center, that the goal is to collect six power cells, restore the breaker, and reach the red exit, and that boxes hide the player from Chicken Leg and Double Trouble but not Angry Fries. Provide an “ENTER THE FUN CENTER” button; pressing it or Space starts the game and hides the card. On game over, show “GAME OVER,” a large red-tinted animated jumpscare of the responsible creature, the reason text, “Refresh to try again,” and a Retry button that fully resets the map, enemies, doors, cells, health, timer, and flashlight state. Keep the overall presentation stark, dark, minimal, and horror-arcade-like, with white uppercase HUD typography and thin gray borders.