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Arcade › Pose Parade
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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 portrait-oriented 2D canvas game titled “Pose Parade,” designed to fill the browser window with a minimum logical size around 300x520 and responsive resizing. Use a clean, playful flat vector/cartoon style with a pale sky-blue background, mint-green ground band, dark navy outlines, and a perspective runway extending from a narrow opening near the upper middle of the screen toward the bottom. The runway is a white trapezoid bordered by two dark navy perspective rails and divided into six broad perspective stripes colored blue, coral red, purple, blue, coral red, and purple. Keep the title and HUD at the top: “POSE PARADE” at upper left, a star counter (“★ 0” initially) below it, “RUN 0” beside it, and “BEST 0” at upper right; persist the best score locally between sessions. The player controls a simple white stick-figure avatar with thick dark outlines positioned in the lower-middle of the runway. It has a round smiling face with two dot eyes, a white torso, two draggable arms, and two draggable legs. The avatar’s pose is represented by five adjustable values: torso lean/offset, left-arm angle, right-arm angle, left-leg angle, and right-leg angle. On pointer/touch input, let the player select a nearby torso, arm, or leg joint and drag it to change that joint; show the instruction “Drag arms, legs or torso” near the bottom while playing. Also support keyboard controls: left/right arrows lean the torso, Q/A adjust the left arm, and E/D adjust the right arm. A tap/click, Space, or Enter starts the game from the ready screen and restarts after game over. Core gameplay is an endless timing-and-pose matching challenge. When a run begins, reset score, stars, streak, distance, and avatar to a neutral pose, then periodically spawn a colored rectangular wall ahead on the runway. The wall approaches the player in perspective, shrinking/growing as it moves toward the foreground. Each wall has a central cut-out silhouette (“hole”) showing a target pose made from a small head circle and dark stick limbs. The target is randomly selected from five preset pose patterns: arms wide, lean, star, crouch, and reach. Use alternating blue, red, and purple wall colors, with a thick dark outline. As the wall reaches the matching point, compare the player’s five pose values to the target using average absolute angular/lean difference. If the difference is below about 0.28, the player passes and the wall continues offscreen; increment RUN score and streak. Award 1 star for a looser close match, 2 for a better match below about 0.20, and 3 for a near-perfect match below about 0.13. Show “Nice shape!” or “Perfect pose!” and emit a small burst of yellow particles around the center. If the pose misses, reset the streak, briefly flash the screen reddish, show “Wall hit!”, end the run, save the new best score, and display the game-over overlay. Increase approach speed slightly as score rises and shorten the gap between walls modestly as the run continues. Include a secondary collectible that appears after several seconds and then periodically: a small bouncing yellow medal/coin-like icon with a brown center/detail and a short stage-like base, moving toward the player down the runway. It is visibly drawn but does not need to alter the score unless explicitly implemented by the source behavior. Add subtle idle bobbing to the avatar, simple yellow particle bursts on successful matches, and no complex textures or shading. At the ready state, overlay a translucent warm-white panel with a dark outline in the center. It should say “Match the hole!”, explain “Drag the white figure’s limbs” and “to fit the approaching pose.”, and contain a purple rounded button labeled “TAP TO RUN.” At game over, use the same panel with “Wall got you!” and a “TRY AGAIN” button. During play, optionally show the current success message near the upper-middle area. Preserve the exact minimal HUD feel, bold system sans-serif typography, thick rounded dark outlines, and bright blue/coral/purple palette seen in the reference: accessible, uncluttered, and arcade-like, with the approaching wall and runway dominating the composition.