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Arcade › Orbit Bounce
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Create a portrait-oriented 2D canvas arcade game titled “Orbit Bounce.” The play area fills the screen inside a responsive app container (on wider screens, max width about 620px with rounded outer corners and shadow). Use a soft minimalist palette and clean system UI: a vertical gradient background from mint green at the top through pale green to warm cream at the bottom, faint white decorative dots, and a slightly lighter floor band across the bottom 14% of the arena. The visual style is friendly, polished, flat/vector-like, with rounded shapes, soft shadows, subtle particle bursts, and no camera scrolling; the entire arena remains visible. The core mechanic is precise timing and positioning. The player controls a yellow circular ball with a cute face (two dark eyes and a smiling curved mouth) using pointer/touch or mouse: when the pointer is active, smoothly move the yellow ball toward the pointer, clamped inside the play area and vertically between about 20% from the top and the bottom edge. The player does not directly control the green ball. A green circular ball, also with the same simple face, starts near the upper portion of each arena and moves under physics: it has an initial horizontal velocity and small vertical velocity, gravity, screen-edge bounces, and a floor bounce. When the yellow and green balls overlap, bounce the green ball away from the yellow ball based on their collision normal and relative movement; give the collision a punchy speed boost. The intended goal is to repeatedly “orbit/bounce” the green ball using the yellow ball and guide it through all three yellow five-point stars. Each level has exactly three collectible yellow stars placed around the arena. Stars gently pulse and rotate; when the green ball touches one, it disappears in a small yellow particle burst, updates the HUD, and plays a bright pickup tone. Winning requires collecting all 3 stars, then enable the dark primary “Дальше” (Next) button and show a brief success toast. If the green ball falls below the arena, restart the current level and show a message equivalent to “Мимо! Нужен более ранний рикошет.” Add short-lived colored particle bursts for ball impacts, star collection, pad hits, edge contacts, and failure. Include simple synthesized audio: soft looping notes while music is enabled, plus distinct hit, star, win, and fail sounds; provide a music on/off control. Add obstacles that affect only the green ball. Dark ink-colored rounded bars are solid rectangular bumpers: collision detection must account for their configured rotation, push the ball out, and reflect its velocity. Coral-red spike strips are dangerous: touching one causes failure, a coral burst, a failure sound, and immediate reset to the same level with a toast equivalent to “Шипы разбили зелёный шар.” Gold rounded launch pads are solid angled/rectangular surfaces that bounce the green ball upward more strongly, slightly increase horizontal speed, pulse visually, and emit yellow particles. The bottom floor itself also bounces the green ball, but spikes and bars make navigation difficult. Implement a fixed set of 20 handcrafted levels, with names and layouts shown in a level-selection menu. Preserve their distinct starting positions, velocities, stars, hazards, and pads rather than generating random stages. Use normalized coordinates so they scale to the canvas. The levels, in order, are: 1 “Первый контакт” — green at (50%,27%), velocity (110,20), stars (22%,22%), (78%,26%), (50%,48%), no hazards; 2 “Зигзаг” — green (32%,24%), velocity (145,10), stars (20%,22%), (50%,40%), (80%,58%), horizontal bars centered at (50%,33%) size 3.5% width by 46% height and (50%,72%) size 3.5% by 38% height; 3 “Шипы” — green (50%,22%), velocity (105,20), stars (20%,28%), (50%,45%), (80%,28%), coral spike strips at (17%,69%) width 26% and (83%,69%) width 26% with the second reversed; 4 “Катапульта” — green (33%,32%), velocity (95,15), stars (20%,22%), (50%,55%), (80%,31%), horizontal bar at (50%,43%) width 52%, plus gold pads at (18%,78%) and (82%,78%) width 18%, facing opposite directions; 5 “Два окна” — green (50%,28%), velocity (150,0), stars (16%,31%), (50%,66%), (84%,31%), vertical bars at x=26% and 74%, y=48%, each height 32%; 6 “Маятник” — green (72%,24%), velocity (-140,8), stars (18%,24%), (50%,52%), (82%,30%), two angled horizontal bars centered at y=42% and 65%, width 48%, rotated about +0.18 and -0.18 radians; 7 “Красная зона” — green (50%,21%), velocity (130,18), stars (14%,25%), (50%,42%), (86%,25%), spikes at (15%,62%) and (85%,62%) width 22% facing inward, plus a horizontal bar at (50%,72%) width 50%; 8 “Лифт” — green (25%,34%), velocity (170,0), stars (25%,20%), (50%,50%), (75%,78%), vertical bars at y=31% and 62% centered x=50%, each height 36%, plus a gold pad at (50%,80%) width 20%; 9 “Точный угол” — green (75%,24%), velocity (-180,12), stars (18%,22%), (50%,58%), (82%,22%), angled horizontal bar at (50%,36%) width 54% rotated 0.12 radians and spikes at (50%,78%) width 36%; 10 “Финальный рикошет” — green (50%,25%), velocity (185,16), stars (17%,26%), (50%,51%), (83%,26%), angled bars at y=35% and 62%, each width 42%, rotated +0.18 and -0.18, plus inward-facing spikes at (16%,77%) and (84%,77%) width 24%; 11 “Крестовина” — green (22%,24%), velocity (160,12), stars (20%,18%), (50%,50%), (80%,82%), a vertical bar and horizontal bar crossing at the center, with the vertical size 3.5% by 58% and horizontal size 58% by 3.5%; 12 “Низкий потолок” — green (50%,20%), velocity (125,20), stars (18%,30%), (50%,58%), (82%,30%), a low horizontal bar at y=27% width 70% and spikes at y=80% width 44%; 13 “Шипованный лифт” — green (25%,25%), velocity (175,15), stars (25%,18%), (50%,48%), (75%,75%), spikes at y=36% and 68% width 40% in opposite directions, plus a pad at (50%,82%) width 18%; 14 “Двойной мост” — green (78%,22%), velocity (-155,18), stars (18%,22%), (50%,44%), (82%,70%), two angled bars centered at (32%,47%) and (68%,62%), width 42%, rotations +0.15 and -0.15; 15 “Три воротца” — green (50%,24%), velocity (190,10), stars (18%,20%), (50%,52%), (82%,20%), vertical bars at x=25%, 50%, 75%, with the outer bars centered y=42% and height 42%, and center bar at y=64% and height 34%; 16 “Разгон” — green (20%,28%), velocity (220,8), stars (20%,22%), (50%,36%), (80%,58%), spikes at (22%,73%) and (78%,73%) width 25%, plus a pad at (50%,78%) width 20%; 17 “Острова” — green (50%,22%), velocity (145,22), stars (16%,30%), (50%,60%), (84%,30%), two angled bars centered x=32% and 68%, y=48%, width 30%, rotated +0.25 and -0.25; 18 “Восьмёрка” — green (25%,30%), velocity (185,0), stars (22%,20%), (50%,48%), (78%,76%), vertical bars at y=35% and 65% height 30%, plus a central horizontal spike strip width 30% rotated 90 degrees; 19 “Последний шанс” — green (50%,18%), velocity (210,12), stars (14%,20%), (50%,44%), (86%,20%), horizontal bars at y=30% and 57% width 66%, plus bottom spikes at y=81% width 56%; 20 “Мастер рикошета” — green (50%,20%), velocity (230,15), stars (16%,20%), (50%,50%), (84%,20%), vertical bars at (25%,36%) and (75%,62%) height 44%, bottom spikes at (50%,80%) width 46%, and a pad at (50%,70%) width 16%. The HUD overlays the arena without blocking gameplay. At top left show the uppercase brand “Orbit Bounce”; at top right show a translucent rounded pill with “Уровень N · ★ collected/3.” Near the bottom left show the hint “Веди жёлтый шар пальцем или мышью. Отбивай зелёный — собери все звёзды.” Bottom right provide rounded controls: “Уровни” (open level selection), a reset button with “↻”, and a disabled-until-win “Дальше” button. Use Russian UI text as shown. Toast notifications appear centered and fade in/out. On first load, display a full-screen start overlay over the mint-to-cream gradient with a centered warm-cream rounded card, subtle border and shadow. The card contains the logo text/emoji “🟡↔🟢”, the title “Orbit Bounce,” the Russian description “Минималистичная аркада про точный тайминг. Управляй жёлтым шаром, отбивай зелёный и проходи хитрые арены.”, four circular color swatches (yellow, green, coral, blue), and a dark button “Играть.” Starting the game removes the overlay and initializes level 1. The level menu is a centered blurred translucent modal with a warm-cream rounded card, “Выбор уровня,” a close button “Закрыть,” and a 3-column grid of level buttons showing number and name. Levels unlock sequentially when completed and persist in local storage, along with the last level and music setting. The final level’s next button reads “Заново” and cycles back to level 1. Ensure the game is fully playable with mouse and touch, responsive to portrait screens, and visually matches the soft mint, cream, ink, yellow, green, coral, and blue minimalist presentation.