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Arcade › 아우라 코어
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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 fullscreen, portrait-friendly 2D canvas endless runner titled “아우라 러너” (Aura Runner), with Korean UI text. Use a faux-3D perspective view looking straight down a dark three-lane neon track that narrows toward a horizon around 30% from the top of the screen. The background is a deep navy-to-blue vertical gradient with a subtle cyan glow around the horizon and sparse small stars. The track is a black/navy trapezoid extending from roughly 18% to 82% of the screen width at the bottom and narrowing to the center at the horizon. Draw three cyan perspective lane lines and many horizontal cyan grid lines receding toward the horizon, creating forward motion. The player is a small purple character sprite (use a simple purple duck/platformer-style character sprite if available; otherwise draw a compact purple/white cartoon character) centered near the bottom of the track, surrounded by a translucent purple circular aura and an animated purple ring. The player can smoothly move between the three lanes and jump vertically. Horizontal movement is discrete target-lane movement with smooth interpolation: left/right shifts one lane, clamped to lanes 0, 1, and 2. A jump launches from the ground, rises and falls with gravity, and is used to clear obstacles. Make this an endless survival runner. The track objects spawn ahead near the horizon and move toward the player as the game advances. Spawn square obstacles randomly in one of the three lanes, with two visual variants: glowing pink/red square “drone” obstacles and glowing orange square “barrier” obstacles. They scale larger and move down the perspective track as they approach. If an obstacle reaches the player’s lane at the collision zone and the player is not high enough in a jump, end the run. Spawn collectible glowing cyan aura orbs randomly in lanes; they bob vertically, have a cyan aura/ring, grow as they approach, and are collected when they reach the player in the matching lane. Each collected orb increments the aura count by one and gives bonus score. The run starts from an overlay showing the title “아우라 러너”, “탭해서 시작”, and “좌우로 피하고, 빛나는 아우라를 모아!”. Before starting, show the game world behind a dark translucent overlay. On game over, show a dark overlay with “게임 오버”, the final score and aura count, and “탭해서 다시 달리기”; tapping or pressing a movement/jump control should restart/reset the run. The game continuously increases forward speed very slightly over time, so obstacle and collectible pacing gradually becomes more difficult. Score increases continuously with distance/time and collecting an aura adds a substantial bonus. Support keyboard controls: Arrow Left or A moves left, Arrow Right or D moves right, and Space, Arrow Up, or W jumps. Support touch/pointer controls on the lower portion of the screen: tap the left third to move left, right third to move right, and center area to jump. Show a bottom control hint in Korean over a translucent dark panel: “왼쪽 / 오른쪽: 레인 이동 · 가운데: 점프”. HUD should remain visible in the upper corners: top-left “아우라 러너”, then “점수” with a zero-padded five-digit score, and “아우라 × [count]”; top-right “최고 [best]”. Persist the best score between sessions if the platform supports local storage. Use crisp, minimal neon arcade styling: dark blue space-like atmosphere, cyan track grid, glowing cyan collectibles, purple player aura, and strong colored obstacle glows. Keep the presentation clean and uncluttered, with no menus beyond the start/game-over overlays and no additional gameplay systems.