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Arcade › 별사냥
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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.
Recreate a single-screen 2D arcade game titled “별사냥” (Star Hunt) in Korean, rendered entirely on a responsive HTML canvas with no scrolling camera. Use a dark neon night-sky setting: a vertical gradient from deep navy at the top through blue-purple to dark violet near the bottom, around 70 small twinkling square stars, and a silhouetted city skyline along the bottom with varied rectangular buildings, a few dim window marks, and a dark 30px ground strip. Keep the canvas full-window, responsive, and support both desktop and mobile. The player is a small cute UFO/spacecraft catcher near the bottom of the screen: a glowing purple rounded horizontal body about 100x22 pixels, with a smaller pale lavender rounded cockpit/dome above it and two tiny white/dark window or eye-like marks. It moves only horizontally and is clamped to the screen edges. On PC, move with Left/Right arrow keys or A/D; on mobile, pressing and dragging on the canvas steers the craft toward the pointer/finger’s x position. There is no jumping, shooting, or other attack. The core loop is endless falling-object catching. Spawn objects from random horizontal positions near the top, one at a time on a timer. Objects fall vertically with an initially randomized speed of roughly 120–200 pixels/second, increasing with elapsed play time; the spawn interval starts near 0.82 seconds and gradually shortens, never below 0.30 seconds. Most objects are cyan glowing five-point stars with randomized radius around 12–18 pixels. Occasionally spawn a gold/yellow glowing star (about 14% of non-bomb objects), worth 5 points. Bombs become increasingly likely over time, beginning around 4% and capped at 12%; draw them as glowing pink/red circular bombs with a pale highlight, a yellow fuse and bright fuse tip. When a falling object overlaps the player’s horizontal body/catch area, remove it. Catching a regular cyan star awards 1 point plus an additional floor(combo/5) bonus, then increments the combo. Catching a gold star awards 5 points plus the same combo bonus and increments the combo. Missing any non-bomb star by letting it fall below the bottom resets the combo to zero. Catching a bomb costs one of 3 lives, resets the combo, creates a pink particle burst and brief screen shake; when lives reach zero, end the run. Regular and gold catches create cyan or gold particle bursts. Particles are small colored square sparks that expand outward, slow/fall slightly under gravity, and fade quickly. During active play, show a simple HUD over the scene: top-left white “점수 [score]”, below it yellow “최고 [best]”; top-right pink heart icons repeated for the remaining lives; and, when combo is greater than 1, a cyan centered “콤보 x[number]”. Persist the best score in local storage under a starhunt-best-style key and show the maximum stored/current score. Keep the gameplay state as menu, play, or game over. On the menu, show a translucent dark overlay over the game scene (the player can remain visible beneath it), centered Korean text: large white “별사냥”, cyan subtitle “하늘에서 떨어지는 별을 잡아라!”, lavender instruction “별은 받고, 폭탄은 피하세요”, then a glowing purple rounded button labeled “게임 시작”. Below it show the control hint “PC: ← → / A D · 모바일: 화면을 끌어 이동”. The supplied visual style is clean, minimal, cute, and neon-glowing, with bold system sans-serif typography and strong purple/cyan/yellow/pink contrast. Clicking/tapping the button starts a fresh game with score 0, 3 lives, combo 0, cleared objects/particles, and the player centered; pressing Enter or Space should also start/restart when not actively playing. On game over, retain the night background and display the same dark overlay and control hint, but change the large title to “게임 오버”, subtitle to “점수 [score] · 최고 [best]”, and button label to “다시 도전”. Clicking/tapping that button resets and starts a new run. Add subtle glow effects to stars, bombs, player, and button; rotate stars as they fall, gently wobble bombs, animate star twinkles, and apply a brief random camera/canvas shake when a bomb is caught. Ensure pointer events do not scroll the page and reset held input on window blur.